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		<title>Magic</title>
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		<summary type="html">&lt;p&gt;Mjd24: /* Staves */&lt;/p&gt;
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&lt;div&gt;'''Magic''' (or '''Dubhdroiacht''' in [[Druid]]ic) is an essential part of [[Sanctuary]] and the planes surrounding the world. It is a force of the [[etheral plane]] that exists &amp;quot;under&amp;quot; the [[physical plane]] and can have turbulent manifestations when the two planes interact.&lt;br /&gt;
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Traditional use of magic, which has great corrupting influences is called '''Dubhdroiacht''' by the [[Druids]] of [[Scosglen]].&lt;br /&gt;
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==The Nature of Magic==&lt;br /&gt;
[[Image:Spells_n_Magic_Artwork.jpg|right|thumb|400px|Schematics and notes about Magic from the [[Diablo I Manual]].]]The primal arcane magical force that pervades [[Sanctuary]] is usually called &amp;quot;[[Mana]]&amp;quot;, or [[Dubhdroiacht]] by the ancient [[Druid]]s of [[Scosglen]]. Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing. In Sanctuary, there are several divisions of magic, and great [[mage clan]]s dedicated to learning all the secrets about this force.&lt;br /&gt;
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Magic is not commonly accessible by just any man, but some people can use a minor degree of magic power to do very basic things. A very small minority of people have the additional magical spark and the great willpower required to control magic in a way that is more significant in effect. The culture of the [[Western Kingdoms]] is more negative toward magic than the [[Eastern]] ones, while they still hone the art of [[potion]]-crafting, which involves some magical components. Across the lands there are also remnants of old and magical items like [[ring]]s or [[amulet]]s that can still be found and used.&lt;br /&gt;
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The two primary planes of reality are the [[Physical plane]] and the [[Ethereal plane]]. The visual effects of magic becomes apparent when the two planes interact with each other and create turbulence. Some scholars try to explain the interaction of the two by likening the physical world with the sky and the Ethereal realm of magic with the ocean. The appearance of spells are much like the turbulence that occurs where the two interact with each other. During the [[Sin War]], [[Demon]] and [[Angel]] alike wrought powerful magics that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which in this example would be the equivalent of a fierce hurricane.&lt;br /&gt;
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==Schools of Magic==&lt;br /&gt;
There are several types of magic which can be categorized based on the source of the energy. It's unknown exactly how it works, but it's likely to come from a representation of a power in the Ethereal plane, and that is where it is channeled it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Prime magic or Elemental magic, for example.&lt;br /&gt;
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* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Arcane magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;A group name for magic, but also the most advanced and powerful of incantations. Can be used to manipulate the flow of time, and is considered highly volatile and dangerous.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Divine magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled through other entity or source of power. Effects are subject to the source.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Demonic magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[Burning Hells]]. Very corrupting and unreliable, but also has great raw power. Can summon demonic entities or bring forth destructive powers. Can be obtained through just accessing demonic energies as a skilled sorcerer, or through a pact with a [[demon]] of some power. Sometimes called the power of Chaos.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Godly magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the deity of the subject. Effects are usually limited to the deity's sphere of influence (ie: a god of fire will allow the subject to cast spells of a fiery nature), and their own whims on who should have the power.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Holy magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[High Heavens]]. A person must be granted this ability. Used mainly to battle the [[Undead]] and other [[demonic]] forces. Elemental magic can sometimes be channelled through the Holy force, as can the essence of Life. Sometimes called the power of Order.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Nature magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Using nature itself to channel magic energy. Nature spells are often more &amp;quot;primal&amp;quot; in nature than Elemental spells, and involves specific aspects of nature, or nature's spirits. Very different from other forms of magic, but can channel some elemental effects through it.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Spirit magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Additional magic in the world attached to spirits of different kinds. Not much is known about this source of power.&lt;br /&gt;
*** '''Death'''&amp;lt;br&amp;gt;It's not known if Death is part of the spiritual energies or not, but the essence of death is part of the [[Great Cycle of Being]] rather than only Dark/Demonic/Chaotic magic, even if they DO use death. Death is the opposite of life and death magic will hurt living creatures.&lt;br /&gt;
*** '''Life'''&amp;lt;br&amp;gt;It's not known if Life is part of the spiritual energies or not, but the essence of life is part of the [[Great Cycle of Being]] rather than only Light/Holy/Order magic, even if they DO use life. Life is the opposite of death and life magic will hurt undead creatures.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Prime magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from inside the body. Used mainly to allow the body to accomplish feats that are otherwise impossible. Can also be used to [[curse]] a target.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Elemental magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Standard&amp;quot; type of magic. Can be very forceful and full of power.&lt;br /&gt;
** '''Fire'''&amp;lt;br&amp;gt;It's relatively easy to form Mana into a flame, and to control it into a form, like a bolt, stream ball or wall. Used almost exclusively in a destructive manner.&lt;br /&gt;
** '''Lightning'''&amp;lt;br&amp;gt;It's easy to transform [[Mana]] into electricity, but hard to control. Used for casting bolts of lightning on foes, move objects, teleport or create a damage-absorbing shield.&lt;br /&gt;
** '''Cold'''&amp;lt;br&amp;gt;Drawing all heat out of a small area to create ice or frost. Used for damaging and chilling any would-be enemy of the [[sorcerer]]. Not as destructive as Fire or Electric magic, it can be more useful as a personal defence, or subduing an enemy.&lt;br /&gt;
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==Spells==&lt;br /&gt;
[[Image:wizard_disintegrate.jpg|center|900px|thumb|&amp;lt;center&amp;gt;[[Wizard]] using her [[Disintegrate]] ability.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Magic is an extremely powerful force and it has been studied my mages and scholars for hundreds of years, but the force is also very elusive and the power is never fully mastered. A &amp;quot;spell&amp;quot; is a magical incantation or kinetic movements that help weave and organise channelled [[Mana]] into a higher structure of useful effects.&lt;br /&gt;
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The Forces of [[Order]] sought to preserve the fabric of reality by limiting the power of mortal man using the [[Worldstone]]. This is why so few can wield magic, as much energy is lost in the transition of power between the two realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.&lt;br /&gt;
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All schooled [[sorcerer]]s spend hours studying these spells to learn how to master them and to improve their efficiency or power. After years of training, they will be able to cast spells with less &amp;quot;wasted&amp;quot; Mana, and with greater precision, making the spells more powerful while using less Mana for the same effect.&lt;br /&gt;
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Many of [[Sanctuary]]'s denizens can feel the aura that shines from spells, even if they can not interact with it. Hair rising at the back of your neck does not have to be a cold wind, it can be a reaction to nearby use of magic in sensitive people.&lt;br /&gt;
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While a powerful man might accidentally use magic without spells, this causes a jolt of energy to rush forward from the Ethereal plane, and the &amp;quot;spell&amp;quot; is as likely to kill him as doing anything else. Organised spells can be very intricate and specific or used for general chaos, depending on the intended effect. More complex spells will not necessarily require a lot more Mana, but they generally do.&lt;br /&gt;
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===Magical Transportation===&lt;br /&gt;
[[Image:Horadrim_Sigil.jpg|thumb|right|250px|The sigil of the [[Horadrim]].]][[Sanctuary]] is an absolutely huge world, and travelling from one end to the other of the known world will take a considerable time. Magicians around the world have naturally done what they can to decrease the time they travel, even spending years in research on how to do this. The powerful [[Horadrim]] brotherhood were the most advanced magic users at the time and they devised many ways to transport quickly without physically exerting themselves.&lt;br /&gt;
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====Waypoints====&lt;br /&gt;
[[Waypoint]]s are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from [[runes|rune]]-inscribed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.&lt;br /&gt;
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The knowledge to create new Waypoints has since been lost, but some of these magical rocks can still be accessed and used. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
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Waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
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====Town Portal====&lt;br /&gt;
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and uses similar magical components to the [[Teleport]] spell. However, it does not seem to require runes as a physical component like a Waypoint. The Brotherhood constructed numerous magical gateways between their mighty fortresses and settlements so that they could quickly concentrate their defences against any incursion by the [[Demon]]s. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart.&lt;br /&gt;
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It's likely that there are Waypoints with additional magic infused into them to allow the use of a Town Portal spell to the vicinity of that Waypoint. A Waypoint located at a former Horadrim fortress or settlement site could be what enables Town Portal spells to bring you there. If this is the case, it might be possible for a [[Sorcerer]] with enough skill to use a similar spell to teleport directly to a Waypoint. &lt;br /&gt;
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The town portal spell could also use a completely different set of teleportation nodes to the actual Waypoint network, made specifically for retreating back to the nearest safe place, and nothing else.&lt;br /&gt;
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Although the secret of creating these gateways as well as the Waypoints has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The [[Tristram Cathedral]] is built upon the remains of a Horadrim monastery, and has at least in the past harboured a portal gateway nearby.&lt;br /&gt;
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====Teleport====&lt;br /&gt;
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and materialise in another location with the speed of thought. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape imminent danger.&lt;br /&gt;
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It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.&lt;br /&gt;
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====Planewalking====&lt;br /&gt;
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and Ethereal plane at the same time. One example of this is the demon called simply: &amp;quot;the [[Hidden]]&amp;quot;. Used by [[Diablo]] when he corrupted [[Tristram]], the demon is capable of phasing in and out of the Physical and Ethereal plane, essentially walking the line between them. This creature will travel on the Ethereal realm until someone is vulnerable to ambush. If wounded, he can phase back into the Ethereal plane to [[heal]] his wounds.&lt;br /&gt;
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What is interesting is that he never truly leaves either plane, and although he might be invisible, he's still possible to hurt with spells or effects if you know where he is. Magical spells that target automatically can easily find them, as their power originate from the Ethereal plane, making the Hidden as visible as ever.&lt;br /&gt;
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Whether this creature is capable of travelling through the Ethereal plane in a similar fashion to the [[Teleport]] spell is unknown, and they have not been seen for the last 20 years in the physical realm. They may have been hunted to extinction by the Hero who saved Tristram.&lt;br /&gt;
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===Magical Summoning===&lt;br /&gt;
There are different ways to summon companions, servants or familiars for [[caster]]s of [[Sanctuary]], it can be done with very different types of magic, and will produce very different types of summoned creatures. Everything from a small hellish [[Imp]] (that's harder to control than you might think), to a larger [[demon]], a divine [[Valkyrie]] of [[Athulua]], to nature spirits and the Holy Hammer of Ghrab Thaar can be brought into our physical realm with the right magical affinity.&lt;br /&gt;
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====Divine Interventions====&lt;br /&gt;
[[File:Angel concept1.jpg|right|thumb|300px|[[Archangel]] [[Tyrael]] doing something powerful.]]Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the deity or other Divine power that is willing to grant intervention. [[Sanctuary]] is separated from other planes, and this makes it hard for extraplanar creatures and entities to affect our realm. It's similar to the Ethereal realm, where magic is drawn from, and a lot of circumstances must be optimal in order to allow Divine creatures to manifest on our plane, or using any form of magic. For a magician, it's a matter of being attuned to magic, but a priest, cleric, Paladin or other believer must instead focus on their inner faith and beliefs.&lt;br /&gt;
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[[Angel]]s generally don't manifest on Sanctuary, and few (if any) Holy spells are able to call an Angel through to the physical world. Powers of the [[High Heavens]] are still able to penetrate, and Holy soldiers such as [[Paladin]]s are able to tap into this power to expel the forces of [[Darkness]], much like [[Dark Cultist]]s can use powers from the [[Burning Hells]] for their own ends. Holy magic is hard to come by, and requires much of the recipient, but is not treacherous like Demonic magic is. One of the few known summonings involving physical representation of Holy magic is the [[Hammer of Ghrab Thaar]] in the Paladin [[Holy Hammer]] spell. Much like he would invoke the powers of Light, he calls forth the Hammer and it will circulate the paladin, knocking anyone in it's path, being extra powerful against [[Undead]].&lt;br /&gt;
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Deities are much more fickle about who who they will bestow their gifts upon, but as long as the subject belongs to that deity in some level of faith, they can bestow powers or physical representation to protect their ward. The [[Amazon]] pantheon is relatively straight forward warfare society, and not particularly fickle. An Amazon warrior who has spent a lot of training in holy studies and warfare might eventually be able to call forth an emissary of [[Athulua]] called a [[Valkyrie]]. They are the spirits of the greatest heroes from the Amazon people and the power to summon a Valkyrie is the greatest honour that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world—perhaps even as a Valkyrie.&lt;br /&gt;
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Of all the types of summonings that are possible through Divine magic, they are usually &amp;quot;gifts&amp;quot; with set parameters rather than anything that's possible to manipulate or change (other than summoning a more powerful &amp;quot;gift&amp;quot;). Quite the opposite of [[Demonic magic]].&lt;br /&gt;
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====Minions of Hell====&lt;br /&gt;
It's very possible to use the forces of [[Burning Hells|Hell]] against itself. The problem is the strong corrupting effect this have on the magician, as well as the fact that the entity or forces summoned usually want to take control of the caster. Strict discipline and observance is needed to attempt to summon even smaller demons. The act of making a pact with a [[Demon]] Lord or a [[Prime Evil]] is not a prudent one, and in most cases there will be loopholes in the pact to allow the demonic entity to take control of the mortal's soul without giving much back.&lt;br /&gt;
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Demonic summonings work the opposite of Divine ones, and involves forcing creatures to our plane, and subduing them. They can also be changed and twisted to the shape that the summoner wishes, if he has the power to do so, and not be turned into a servant himself.&lt;br /&gt;
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=====Summon and Subdue=====&lt;br /&gt;
[[Image:Imp.jpg|thumb|right|An [[Imp]].]]Men who do not go into pacts with [[demon]]s, but wield demonic energies are also likely to end up dead, or worse. Centuries ago, it was common to invoke lesser demons and subdue them in order to gain their power. One such small demon type is the [[Imp]], who made the [[Sorcerer]]s underestimate their powers and be summoned as familiars. When an Imp had made their &amp;quot;master&amp;quot; trust them, the Sorcerer would find his will subjugated by that of his &amp;quot;servant,&amp;quot; who would then vivisect him and create numerous homunculi from the pieces. In time, these homunculi would grow into other Imps.&lt;br /&gt;
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Imps were later found in the battle for [[Mount Arreat]]. Aware that its size is a liability in battle, an Imp uses magic to teleport and attack an opponent at range, from a fortified tower position, or even while mounted on the backs of large beasts.&lt;br /&gt;
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=====Creating Demonic Creatures=====&lt;br /&gt;
[[Image:Winged_Fiend.jpg|right|thumb|150px|A [[Winged Fiend]].]]A dark cabal of [[wizard]]s tried to use dark powers they attained through an arcane pact with [[Burning Hells|Hell]] in order to create a race of creatures as servants. They created a general form of bat-winged imps that they named ''[[Alae Nefastus]]'' to act as messengers and to carry out deeds that were too trivial for themselves. Each of the wizards embedded power in them that reflected their own specialization on magic and the creatures were small, nimble and possessed an unnatural cunning.&lt;br /&gt;
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The initial impression by the corrupt [[sorcerer]]s was that the experiment had been a success, until they realised that the Alae did not serve them as loyally as they had hoped. With their cunning, the creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. By this time, the sorcerers tried to undo their creations, but the [[Winged Fiend]]s had been secretly breeding outside of the sorcerer's domains and they banded together in swarms, killing their former masters.&lt;br /&gt;
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Descendants of these Winged Fiends can still be found terrorizing the countryside with their great speed, razor sharp claws, hooked wings and magical abilities.&lt;br /&gt;
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====The Undead====&lt;br /&gt;
The [[Undead]] are mostly, but not always, Evil. Undead can be summoned both through Demonic magic as well as other forms of magic. The [[Priests of Rathma]] summons the spirits of the dead into corpses and skeletons, but remain untouched by Demonic corruption. It's possible that this is because Life and Death are not part of Holy or Demonic magic, but rather some sort of Spiritual magic enabling these &amp;quot;[[Necromancer]]s&amp;quot; to use the undead against Demons without falling to corruption.&lt;br /&gt;
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* Read more about it on the '''[[Undead]]''' and '''[[Skeleton]]''' pages.&lt;br /&gt;
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====Nature Spirits====&lt;br /&gt;
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are innumerable, allowing many different types of nature worshipping in a parallel manner. Different Shaman, [[Witch Doctor]] and [[Druid]] tribes have spent long time attuning to Nature and can call forth spirits of nature to help them in their task of protecting nature itself. The summoning of spirits is more similar to [[Divine magic]] than [[Demonic magic]], with the difference that the nature magician needs to convince the individual spirits to join him, and they will personally stand and fall beside the protector of nature, not calling forth anyone to fight or serve for them. [[Nature magic]] is more upfront and personal.&lt;br /&gt;
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Nature spirits usually come in three types: spirit animals, sentient vines, and minor spirits of Nature.&lt;br /&gt;
* '''Spirit animals''' are simply spirits that take on physical animal shape, and is usually of higher endurance and power than a regular animal.&lt;br /&gt;
* '''Sentient vines''' are different types of plants induced with the spirits of nature, capable of some level of intelligent thought, and willing to help nature's guardian.&lt;br /&gt;
* '''Minor spirits of Nature''' are non-physical spirits that can join up with the Nature caster and improve aspects of himself, such as eyesight, smell, strength or endurance.&lt;br /&gt;
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====Other Summonings====&lt;br /&gt;
It's not impossible that [[Prime magic]] can be used for summonings, in which case it might be a matter of making dreams and thoughts materialised, but there are as of yet no proof of this. Summoning pure Elements contained in magic bonds such as Fire, Earth, Cold or Electricity might make it possible some sort of elemental servant (that isn't part of Nature spirits, or spirits of the dead, forces the [[Druid]]s, [[Necromancer]]s and [[Witch Doctor]]s use), but there have not been any known experiments of this nature.&lt;br /&gt;
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==Enchanted Objects==&lt;br /&gt;
Magic can be used by gifted people around [[Sanctuary]], but the effects are usually only temporary, or active only as long as the [[cast]]er is concentrating on the spell. If a magician imbues an item with a magical spell, then it's often possible to get a near unlimited magical use from it, or at least allowing the magician to use spells with significantly less personal expense of [[Mana]].&lt;br /&gt;
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===Identifying Magical Items===&lt;br /&gt;
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. &lt;br /&gt;
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===Staves===&lt;br /&gt;
The [[Mana]] of even a very skilled mage is still limited to his personal abilities, as is his ability to learn the different versions of a powerful spell. The [[Brotherhood of the Vizjerei]] discovered ways to use a simple wooden staff as a container for focused magical energy a long time ago. These staves are also often used as a foci for regular spells, and can substantially improve an Arcane user's ability to cast his own spells.&lt;br /&gt;
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Creating such a staff is very time consuming, and requires very expensive paraphernalia to properly imbue with spells. The design for these spell-casting staves is quite simple, however, and even an apprentice [[sorcerer]] with the right skill can replenish a staff by just channelling magic into it. While he might need a good knowledge in magic to refill a certain staff, he does not need to know the spell in question. In order to use such a magical staff, the caster needs to have physical contact with the staff with both hands. The use of gloves is usually not a problem, as long as the sorcerer is actually holding the staff properly.&lt;br /&gt;
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Infusing a staff with magic will give it what would appear as a will of it's own, and it can require a quite powerful magician in order to wield it's power. Some are simply too overpowering to even wield. A staff does not need to have active spells in it to be unruly to wield. Some staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or use more [[Mana]] before being spent.&lt;br /&gt;
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===Jewellery===&lt;br /&gt;
[[Image:Sorceress.jpg|thumb|right|200px|[[Sorceress]] wearing jewellery.]]Precious gems and metals make excellent foci for magical enchantments in addition to staves and is quite popular among any magic user, regardless of school of magic. The process of preparing these jewels into actually magical items is a long lost secret in the [[Western Kingdoms]], but is still used in some of the [[mage clans]]. A lot of items created in times long past can still be found, and as many [[monster]]s have an affinity for finding people with them, defeating the minions of [[Burning Hells|Hell]] can be a good way to get this treasure. Another good reason why they are so popular is that since they are so small and located on places such as hands and neck, they are unlikely to be damaged in combat.&lt;br /&gt;
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Magical jewellery pieces have some sort of &amp;quot;maginetic&amp;quot; fields, and will easily be interrupted by other pieces. It's probable that this is because of their small size and relative high density magic in their physical shell. The effect is similar to that of a magnet, but not really. Holding two of these magical rings on the same hand, for instance, will completely cancel out both. Using more than one necklace at the same time will do the same. It might be a combination of the essence of the item, combined with how magic flows in the human body (even in the magically untrained), but there is no known studies made on the topic. However, the result of this is that only three pieces of enchanted jewlery may be worn at any one time: one ring on each hand, and one amulet around the neck.&lt;br /&gt;
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===Potions and Elixirs===&lt;br /&gt;
Creating [[Potion]]s and [[Elixir]]s is one of the magical arts that's still practised in the [[West]]. It's a combination of herbal essences and magical infusion to create draughts that for example can near instantly mend torn flesh and knit broken bone back together. The reason why this is still practised in the West seems to be mainly due to the more social uses, and them being perceived as &amp;quot;not as magical&amp;quot; in the view of the average person. Some of this magical power or magic healing power can be made through a combination of herbs that will funnel magic into the beverage. For more advanced potion, an Alchemist or magically skilled herbalist will be required. The two most common potions are [[Heal]]ing and [[Mana]] potions. Neither is common, but among potions with a magical nature, they are more common than others.&lt;br /&gt;
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====Healing Potions====&lt;br /&gt;
Healing potions consist of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of the beverage. They are usually delivered in very small containers but with immense healing capabilities. The effect of a healing potion can bring a dying man to life within a few seconds, healing the wounds in a better way than the body itself can accomplish, presumably leaving less scar tissue. The availability of healing potions vary from place to place. This is the most commonly existing potion. &lt;br /&gt;
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====Mana Potions====&lt;br /&gt;
Mana potions are made purely for [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and will replenish their internal magical reserves. They are essentially consisting of raw magical energy infused into with a liquid edible medium and can replenish energy in a mage that has expended their power. In most cases they will not bring the capabilities of a well rested magic user over his normal limits.&lt;br /&gt;
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====Other Elixirs and Potions====&lt;br /&gt;
While [[Heal]]ing and [[Mana]] potions might be the most &amp;quot;common&amp;quot; potions in [[Sanctuary]], there are also potions made to stop disease and poison, heating up a body affected by syndromes of Cold magic as well as improve physical stamina, and bringing new strength to tired bodies. Some of these potions should not be confused with the purely alchemical warfare throwing potions, that can result in explosions or poison clouds. Fortunately, they have a very different consistency and smell.&lt;br /&gt;
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Elixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, smarter or even more agile.&lt;br /&gt;
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===Scrolls===&lt;br /&gt;
Scrolls are specially prepared pieces of parchment that have runes scribed on them with magical ink in order to work as a focus for spells. When a spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself, much similar to using a magically infused staff. The writing itself is not the full spell. The spell itself is ''infused'' into the ink and parchment by scribing it and the actual runes on the parchment works like a keyword to cast the pre-prepared spell. Scroll scribing is a good way to store spells for later use, or for less experienced magicians to use in the case of immediate danger. They are less time complex and consuming to create, which makes them a popular alternative.&lt;br /&gt;
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More complex spells need more complex keywords, and a high level of proficiency in reading these runes is needed to cast the spells from the most powerful scrolls. Even with a quite complex and cryptic writing, it would still be impossible for most mages to learn the actual spell from the writing, or analysing the embedded spell. Any such analysis can't be made sole from the runes, but requires a proper analyse of the magical aura of the spell. This is something most mages would never be able to do.&lt;br /&gt;
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When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.&lt;br /&gt;
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===Waypoint Rune Stones===&lt;br /&gt;
The old [[Waypoint]] network created by the [[Horadrim]] still stands as a testament to their immense magical knowledge, and there are no longer any mages capable of creating further additions to the Waypoint network. A waypoint consists of large stone slabs in the ground inscribed with magic through runes, and will transport anyone knowledgeable enough to use them to another stone that the user has previously activated for his personal spiritual pattern. In addition to this, the old [[Town Portal]] gateway system made by the Horadrim might be related, but with a slightly skewed focus, to avoid any Waypoint traveller being damaged by an opening Town Portal.&lt;br /&gt;
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===Shrines and Wells===&lt;br /&gt;
An active adventurer of [[Sanctuary]] will once in a while come across [[Shrine]]s and magical [[Well]]s erected in the heart of wilderness, or sometimes even in haunted caves or dungeons. These are speculated to be dedicated to some magical force, deity or natural spirit but the truth is that none actually knows their true function. Drinking from one of these wells usually restore physical [[life]] and spiritual [[mana]], as well as endurance, but it naturally needs to be a magically infused well, and not any regular waterhole. Paying homage to one of the shrines can invoke positive magical effects upon the believer, ranging from insight, regenerative powers or ability to run without pause for long periods of time.&lt;br /&gt;
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Most of the wells, and a lot of these magical shrines also slowly regenerate their magical gifts opens up for speculation that they might have been set here by ancient [[Horadrim]] mages to harness the ley lines of [[Sanctuary]], and further their power against [[Darkness]]. The fact that [[demon]]ic creatures and [[monster]]s generally never touch them also support this theory. The evil forces don't seem to have much problems standing near them, so it might just be a very simple protective spell making it untouchable, or invisible to dark spawns.&lt;br /&gt;
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==The Corrupting Force of Magic==&lt;br /&gt;
:''Power corrupts; absolute power corrupts absolutely''&lt;br /&gt;
:: Proverb from Earth&lt;br /&gt;
:: - Lord Acton (1834–1902)&lt;br /&gt;
Any man, woman or entity in power are subject to being corrupted by hunger for power, or just being subject of losing empathy of &amp;quot;lesser&amp;quot; men, women or entities. This is naturally true with magic as well, and great magical power can be even more thrilling than great political power, as you can manipulate your immediate surroundings in an instant. Whether channelling magic in itself will corrupt a person is unknown, but [[Demonic magic]] seems to have the ability to do so.&lt;br /&gt;
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It might just be the fact that Demonic magic handles a lot more destructive components than other schools of magic, but many [[sorcerer]]s and [[sorceress]]es have fallen to the demonic lure, and turned against fellow man. The [[mage wars]] between [[Bartuc]] and [[Horazon]] is a prime examples of this, and one of the reasons the [[mage clans]] started concentrating more on [[Elemental magic]] instead.&lt;br /&gt;
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The [[Vizjerei]] also formed the [[Order of Mage Slayers]] (also known as the [[Assassin]]s) to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption, and using magical or technological equipment rather than magic by themselves.&lt;br /&gt;
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Ironically, some parts of the &amp;quot;traditional&amp;quot; Demonic magic that involves the manipulation of the dead has seemed to have almost no corruptive powers. The [[Priests of Rathma]], also known as the [[Necromancer]]s have shown no signs of traditional corruption, despite what many citizens of the world might think of them.&lt;br /&gt;
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Druids shun traditional magic calling it [[Dubhdroiacht]] (black magic), and use another path that also seems to be impervious to corrupting forces, namely [[Nature magic]]. The [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] deities also seem to be more or less free of corruption.&lt;br /&gt;
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===other notes===&lt;br /&gt;
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Gods&lt;br /&gt;
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Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things. &lt;br /&gt;
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Auras - Unique to Paladins and certain creatures, Auras project a field of influence around the caster. Any allied character, hireling or minion will benefit from the aura so long as they are within the aura’s range. Those who are under the effect of an aura are indicated in the Play Area by a glowing halo beneath their feet.&lt;br /&gt;
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Curses - Necromancers and some monsters possess the ability to influence the fate of others around them. A curse affects those within a certain radius of the caster, and victims are marked for misfortune by a fuming haze above their heads. &lt;br /&gt;
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With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.&lt;br /&gt;
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A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.&lt;br /&gt;
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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.&lt;br /&gt;
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The Druids 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.&lt;br /&gt;
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Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druid’s call for help. Over the many years since then, the spirits have contributed in many ways to the Druids’ cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature. &lt;br /&gt;
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Order of the Light&lt;br /&gt;
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{{stub|it needs pictures}}&lt;br /&gt;
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==References==&lt;br /&gt;
* [[The Nature of Magic]] (Book)&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
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[[Category:Magic]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Magic&amp;diff=37960</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Magic&amp;diff=37960"/>
				<updated>2011-09-25T07:22:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* Divine Interventions */&lt;/p&gt;
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&lt;div&gt;'''Magic''' (or '''Dubhdroiacht''' in [[Druid]]ic) is an essential part of [[Sanctuary]] and the planes surrounding the world. It is a force of the [[etheral plane]] that exists &amp;quot;under&amp;quot; the [[physical plane]] and can have turbulent manifestations when the two planes interact.&lt;br /&gt;
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Traditional use of magic, which has great corrupting influences is called '''Dubhdroiacht''' by the [[Druids]] of [[Scosglen]].&lt;br /&gt;
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==The Nature of Magic==&lt;br /&gt;
[[Image:Spells_n_Magic_Artwork.jpg|right|thumb|400px|Schematics and notes about Magic from the [[Diablo I Manual]].]]The primal arcane magical force that pervades [[Sanctuary]] is usually called &amp;quot;[[Mana]]&amp;quot;, or [[Dubhdroiacht]] by the ancient [[Druid]]s of [[Scosglen]]. Individuals skilled in sensing this power can channel the spiritual essence stored in their bodies through different techniques in order to accomplish great feats that they would be physically incapable of doing. In Sanctuary, there are several divisions of magic, and great [[mage clan]]s dedicated to learning all the secrets about this force.&lt;br /&gt;
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Magic is not commonly accessible by just any man, but some people can use a minor degree of magic power to do very basic things. A very small minority of people have the additional magical spark and the great willpower required to control magic in a way that is more significant in effect. The culture of the [[Western Kingdoms]] is more negative toward magic than the [[Eastern]] ones, while they still hone the art of [[potion]]-crafting, which involves some magical components. Across the lands there are also remnants of old and magical items like [[ring]]s or [[amulet]]s that can still be found and used.&lt;br /&gt;
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The two primary planes of reality are the [[Physical plane]] and the [[Ethereal plane]]. The visual effects of magic becomes apparent when the two planes interact with each other and create turbulence. Some scholars try to explain the interaction of the two by likening the physical world with the sky and the Ethereal realm of magic with the ocean. The appearance of spells are much like the turbulence that occurs where the two interact with each other. During the [[Sin War]], [[Demon]] and [[Angel]] alike wrought powerful magics that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which in this example would be the equivalent of a fierce hurricane.&lt;br /&gt;
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==Schools of Magic==&lt;br /&gt;
There are several types of magic which can be categorized based on the source of the energy. It's unknown exactly how it works, but it's likely to come from a representation of a power in the Ethereal plane, and that is where it is channeled it from. The bits and pieces of a spell can therefore be channelled as Holy magic, Prime magic or Elemental magic, for example.&lt;br /&gt;
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* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Arcane magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;A group name for magic, but also the most advanced and powerful of incantations. Can be used to manipulate the flow of time, and is considered highly volatile and dangerous.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;[[Divine magic]]&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled through other entity or source of power. Effects are subject to the source.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Demonic magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[Burning Hells]]. Very corrupting and unreliable, but also has great raw power. Can summon demonic entities or bring forth destructive powers. Can be obtained through just accessing demonic energies as a skilled sorcerer, or through a pact with a [[demon]] of some power. Sometimes called the power of Chaos.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Godly magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the deity of the subject. Effects are usually limited to the deity's sphere of influence (ie: a god of fire will allow the subject to cast spells of a fiery nature), and their own whims on who should have the power.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Holy magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from the [[High Heavens]]. A person must be granted this ability. Used mainly to battle the [[Undead]] and other [[demonic]] forces. Elemental magic can sometimes be channelled through the Holy force, as can the essence of Life. Sometimes called the power of Order.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Nature magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Using nature itself to channel magic energy. Nature spells are often more &amp;quot;primal&amp;quot; in nature than Elemental spells, and involves specific aspects of nature, or nature's spirits. Very different from other forms of magic, but can channel some elemental effects through it.&lt;br /&gt;
** &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Spirit magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Additional magic in the world attached to spirits of different kinds. Not much is known about this source of power.&lt;br /&gt;
*** '''Death'''&amp;lt;br&amp;gt;It's not known if Death is part of the spiritual energies or not, but the essence of death is part of the [[Great Cycle of Being]] rather than only Dark/Demonic/Chaotic magic, even if they DO use death. Death is the opposite of life and death magic will hurt living creatures.&lt;br /&gt;
*** '''Life'''&amp;lt;br&amp;gt;It's not known if Life is part of the spiritual energies or not, but the essence of life is part of the [[Great Cycle of Being]] rather than only Light/Holy/Order magic, even if they DO use life. Life is the opposite of death and life magic will hurt undead creatures.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Prime magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Magic channelled from inside the body. Used mainly to allow the body to accomplish feats that are otherwise impossible. Can also be used to [[curse]] a target.&lt;br /&gt;
* &amp;lt;b style=&amp;quot;color:white;&amp;quot;&amp;gt;Elemental magic&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Standard&amp;quot; type of magic. Can be very forceful and full of power.&lt;br /&gt;
** '''Fire'''&amp;lt;br&amp;gt;It's relatively easy to form Mana into a flame, and to control it into a form, like a bolt, stream ball or wall. Used almost exclusively in a destructive manner.&lt;br /&gt;
** '''Lightning'''&amp;lt;br&amp;gt;It's easy to transform [[Mana]] into electricity, but hard to control. Used for casting bolts of lightning on foes, move objects, teleport or create a damage-absorbing shield.&lt;br /&gt;
** '''Cold'''&amp;lt;br&amp;gt;Drawing all heat out of a small area to create ice or frost. Used for damaging and chilling any would-be enemy of the [[sorcerer]]. Not as destructive as Fire or Electric magic, it can be more useful as a personal defence, or subduing an enemy.&lt;br /&gt;
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==Spells==&lt;br /&gt;
[[Image:wizard_disintegrate.jpg|center|900px|thumb|&amp;lt;center&amp;gt;[[Wizard]] using her [[Disintegrate]] ability.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Magic is an extremely powerful force and it has been studied my mages and scholars for hundreds of years, but the force is also very elusive and the power is never fully mastered. A &amp;quot;spell&amp;quot; is a magical incantation or kinetic movements that help weave and organise channelled [[Mana]] into a higher structure of useful effects.&lt;br /&gt;
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The Forces of [[Order]] sought to preserve the fabric of reality by limiting the power of mortal man using the [[Worldstone]]. This is why so few can wield magic, as much energy is lost in the transition of power between the two realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.&lt;br /&gt;
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All schooled [[sorcerer]]s spend hours studying these spells to learn how to master them and to improve their efficiency or power. After years of training, they will be able to cast spells with less &amp;quot;wasted&amp;quot; Mana, and with greater precision, making the spells more powerful while using less Mana for the same effect.&lt;br /&gt;
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Many of [[Sanctuary]]'s denizens can feel the aura that shines from spells, even if they can not interact with it. Hair rising at the back of your neck does not have to be a cold wind, it can be a reaction to nearby use of magic in sensitive people.&lt;br /&gt;
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While a powerful man might accidentally use magic without spells, this causes a jolt of energy to rush forward from the Ethereal plane, and the &amp;quot;spell&amp;quot; is as likely to kill him as doing anything else. Organised spells can be very intricate and specific or used for general chaos, depending on the intended effect. More complex spells will not necessarily require a lot more Mana, but they generally do.&lt;br /&gt;
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===Magical Transportation===&lt;br /&gt;
[[Image:Horadrim_Sigil.jpg|thumb|right|250px|The sigil of the [[Horadrim]].]][[Sanctuary]] is an absolutely huge world, and travelling from one end to the other of the known world will take a considerable time. Magicians around the world have naturally done what they can to decrease the time they travel, even spending years in research on how to do this. The powerful [[Horadrim]] brotherhood were the most advanced magic users at the time and they devised many ways to transport quickly without physically exerting themselves.&lt;br /&gt;
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====Waypoints====&lt;br /&gt;
[[Waypoint]]s are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from [[runes|rune]]-inscribed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.&lt;br /&gt;
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The knowledge to create new Waypoints has since been lost, but some of these magical rocks can still be accessed and used. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.&lt;br /&gt;
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Waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.&lt;br /&gt;
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====Town Portal====&lt;br /&gt;
The [[Town Portal]] spell seems to be closely related to the [[Horadric]] [[Waypoint]] network, and uses similar magical components to the [[Teleport]] spell. However, it does not seem to require runes as a physical component like a Waypoint. The Brotherhood constructed numerous magical gateways between their mighty fortresses and settlements so that they could quickly concentrate their defences against any incursion by the [[Demon]]s. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart.&lt;br /&gt;
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It's likely that there are Waypoints with additional magic infused into them to allow the use of a Town Portal spell to the vicinity of that Waypoint. A Waypoint located at a former Horadrim fortress or settlement site could be what enables Town Portal spells to bring you there. If this is the case, it might be possible for a [[Sorcerer]] with enough skill to use a similar spell to teleport directly to a Waypoint. &lt;br /&gt;
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The town portal spell could also use a completely different set of teleportation nodes to the actual Waypoint network, made specifically for retreating back to the nearest safe place, and nothing else.&lt;br /&gt;
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Although the secret of creating these gateways as well as the Waypoints has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The [[Tristram Cathedral]] is built upon the remains of a Horadrim monastery, and has at least in the past harboured a portal gateway nearby.&lt;br /&gt;
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====Teleport====&lt;br /&gt;
The [[Teleport]] spell is a way for trained magic users to traverse the [[Ether]], and materialise in another location with the speed of thought. This skill works without the aid of external gateways like the [[Town Portal]] spell or [[Waypoint]]s, but is likely using similar techniques to transport. The Teleport spell is only reliable for short distances, like teleporting up a few stories in your tower apartments, or to escape imminent danger.&lt;br /&gt;
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It's unknown why the spell is only usable in short distances, but the likely scenario is that it becomes significantly harder to return to the [[Physical realm]], the farther away you try to re-emerge, and is why these beacon-like gateways have been made for Waypoints and Town Portal spells.&lt;br /&gt;
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====Planewalking====&lt;br /&gt;
Somewhat related to this topic is that of beasts capable of traversing both the [[Physical plane|Physical]] and Ethereal plane at the same time. One example of this is the demon called simply: &amp;quot;the [[Hidden]]&amp;quot;. Used by [[Diablo]] when he corrupted [[Tristram]], the demon is capable of phasing in and out of the Physical and Ethereal plane, essentially walking the line between them. This creature will travel on the Ethereal realm until someone is vulnerable to ambush. If wounded, he can phase back into the Ethereal plane to [[heal]] his wounds.&lt;br /&gt;
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What is interesting is that he never truly leaves either plane, and although he might be invisible, he's still possible to hurt with spells or effects if you know where he is. Magical spells that target automatically can easily find them, as their power originate from the Ethereal plane, making the Hidden as visible as ever.&lt;br /&gt;
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Whether this creature is capable of travelling through the Ethereal plane in a similar fashion to the [[Teleport]] spell is unknown, and they have not been seen for the last 20 years in the physical realm. They may have been hunted to extinction by the Hero who saved Tristram.&lt;br /&gt;
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===Magical Summoning===&lt;br /&gt;
There are different ways to summon companions, servants or familiars for [[caster]]s of [[Sanctuary]], it can be done with very different types of magic, and will produce very different types of summoned creatures. Everything from a small hellish [[Imp]] (that's harder to control than you might think), to a larger [[demon]], a divine [[Valkyrie]] of [[Athulua]], to nature spirits and the Holy Hammer of Ghrab Thaar can be brought into our physical realm with the right magical affinity.&lt;br /&gt;
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====Divine Interventions====&lt;br /&gt;
[[File:Angel concept1.jpg|right|thumb|300px|[[Archangel]] [[Tyrael]] doing something powerful.]]Divine summonings usually require not only affinity with supernatural powers, but also a great dedication to faith in the deity or other Divine power that is willing to grant intervention. [[Sanctuary]] is separated from other planes, and this makes it hard for extraplanar creatures and entities to affect our realm. It's similar to the Ethereal realm, where magic is drawn from, and a lot of circumstances must be optimal in order to allow Divine creatures to manifest on our plane, or using any form of magic. For a magician, it's a matter of being attuned to magic, but a priest, cleric, Paladin or other believer must instead focus on their inner faith and beliefs.&lt;br /&gt;
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[[Angel]]s generally don't manifest on Sanctuary, and few (if any) Holy spells are able to call an Angel through to the physical world. Powers of the [[High Heavens]] are still able to penetrate, and Holy soldiers such as [[Paladin]]s are able to tap into this power to expel the forces of [[Darkness]], much like [[Dark Cultist]]s can use powers from the [[Burning Hells]] for their own ends. Holy magic is hard to come by, and requires much of the recipient, but is not treacherous like Demonic magic is. One of the few known summonings involving physical representation of Holy magic is the [[Hammer of Ghrab Thaar]] in the Paladin [[Holy Hammer]] spell. Much like he would invoke the powers of Light, he calls forth the Hammer and it will circulate the paladin, knocking anyone in it's path, being extra powerful against [[Undead]].&lt;br /&gt;
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Deities are much more fickle about who who they will bestow their gifts upon, but as long as the subject belongs to that deity in some level of faith, they can bestow powers or physical representation to protect their ward. The [[Amazon]] pantheon is relatively straight forward warfare society, and not particularly fickle. An Amazon warrior who has spent a lot of training in holy studies and warfare might eventually be able to call forth an emissary of [[Athulua]] called a [[Valkyrie]]. They are the spirits of the greatest heroes from the Amazon people and the power to summon a Valkyrie is the greatest honour that an Amazon warrior can receive. It is believed this gift is a sign that your place beside the Goddess is assured when you pass from this world—perhaps even as a Valkyrie.&lt;br /&gt;
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Of all the types of summonings that are possible through Divine magic, they are usually &amp;quot;gifts&amp;quot; with set parameters rather than anything that's possible to manipulate or change (other than summoning a more powerful &amp;quot;gift&amp;quot;). Quite the opposite of [[Demonic magic]].&lt;br /&gt;
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====Minions of Hell====&lt;br /&gt;
It's very possible to use the forces of [[Burning Hells|Hell]] against itself. The problem is the strong corrupting effect this have on the magician, as well as the fact that the entity or forces summoned usually want to take control of the caster. Strict discipline and observance is needed to attempt to summon even smaller demons. The act of making a pact with a [[Demon]] Lord or a [[Prime Evil]] is not a prudent one, and in most cases there will be loopholes in the pact to allow the demonic entity to take control of the mortal's soul without giving much back.&lt;br /&gt;
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Demonic summonings work the opposite of Divine ones, and involves forcing creatures to our plane, and subduing them. They can also be changed and twisted to the shape that the summoner wishes, if he has the power to do so, and not be turned into a servant himself.&lt;br /&gt;
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=====Summon and Subdue=====&lt;br /&gt;
[[Image:Imp.jpg|thumb|right|An [[Imp]].]]Men who do not go into pacts with [[demon]]s, but wield demonic energies are also likely to end up dead, or worse. Centuries ago, it was common to invoke lesser demons and subdue them in order to gain their power. One such small demon type is the [[Imp]], who made the [[Sorcerer]]s underestimate their powers and be summoned as familiars. When an Imp had made their &amp;quot;master&amp;quot; trust them, the Sorcerer would find his will subjugated by that of his &amp;quot;servant,&amp;quot; who would then vivisect him and create numerous homunculi from the pieces. In time, these homunculi would grow into other Imps.&lt;br /&gt;
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Imps were later found in the battle for [[Mount Arreat]]. Aware that its size is a liability in battle, an Imp uses magic to teleport and attack an opponent at range, from a fortified tower position, or even while mounted on the backs of large beasts.&lt;br /&gt;
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=====Creating Demonic Creatures=====&lt;br /&gt;
[[Image:Winged_Fiend.jpg|right|thumb|150px|A [[Winged Fiend]].]]A dark cabal of [[wizard]]s tried to use dark powers they attained through an arcane pact with [[Burning Hells|Hell]] in order to create a race of creatures as servants. They created a general form of bat-winged imps that they named ''[[Alae Nefastus]]'' to act as messengers and to carry out deeds that were too trivial for themselves. Each of the wizards embedded power in them that reflected their own specialization on magic and the creatures were small, nimble and possessed an unnatural cunning.&lt;br /&gt;
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The initial impression by the corrupt [[sorcerer]]s was that the experiment had been a success, until they realised that the Alae did not serve them as loyally as they had hoped. With their cunning, the creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. By this time, the sorcerers tried to undo their creations, but the [[Winged Fiend]]s had been secretly breeding outside of the sorcerer's domains and they banded together in swarms, killing their former masters.&lt;br /&gt;
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Descendants of these Winged Fiends can still be found terrorizing the countryside with their great speed, razor sharp claws, hooked wings and magical abilities.&lt;br /&gt;
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====The Undead====&lt;br /&gt;
The [[Undead]] are mostly, but not always, Evil. Undead can be summoned both through Demonic magic as well as other forms of magic. The [[Priests of Rathma]] summons the spirits of the dead into corpses and skeletons, but remain untouched by Demonic corruption. It's possible that this is because Life and Death are not part of Holy or Demonic magic, but rather some sort of Spiritual magic enabling these &amp;quot;[[Necromancer]]s&amp;quot; to use the undead against Demons without falling to corruption.&lt;br /&gt;
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* Read more about it on the '''[[Undead]]''' and '''[[Skeleton]]''' pages.&lt;br /&gt;
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====Nature Spirits====&lt;br /&gt;
There are many different forms of Nature-worshipping and spirits of Nature exists in such a wide diversity that they are innumerable, allowing many different types of nature worshipping in a parallel manner. Different Shaman, [[Witch Doctor]] and [[Druid]] tribes have spent long time attuning to Nature and can call forth spirits of nature to help them in their task of protecting nature itself. The summoning of spirits is more similar to [[Divine magic]] than [[Demonic magic]], with the difference that the nature magician needs to convince the individual spirits to join him, and they will personally stand and fall beside the protector of nature, not calling forth anyone to fight or serve for them. [[Nature magic]] is more upfront and personal.&lt;br /&gt;
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Nature spirits usually come in three types: spirit animals, sentient vines, and minor spirits of Nature.&lt;br /&gt;
* '''Spirit animals''' are simply spirits that take on physical animal shape, and is usually of higher endurance and power than a regular animal.&lt;br /&gt;
* '''Sentient vines''' are different types of plants induced with the spirits of nature, capable of some level of intelligent thought, and willing to help nature's guardian.&lt;br /&gt;
* '''Minor spirits of Nature''' are non-physical spirits that can join up with the Nature caster and improve aspects of himself, such as eyesight, smell, strength or endurance.&lt;br /&gt;
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====Other Summonings====&lt;br /&gt;
It's not impossible that [[Prime magic]] can be used for summonings, in which case it might be a matter of making dreams and thoughts materialised, but there are as of yet no proof of this. Summoning pure Elements contained in magic bonds such as Fire, Earth, Cold or Electricity might make it possible some sort of elemental servant (that isn't part of Nature spirits, or spirits of the dead, forces the [[Druid]]s, [[Necromancer]]s and [[Witch Doctor]]s use), but there have not been any known experiments of this nature.&lt;br /&gt;
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==Enchanted Objects==&lt;br /&gt;
Magic can be used by gifted people around [[Sanctuary]], but the effects are usually only temporary, or active only as long as the [[cast]]er is concentrating on the spell. If a magician imbues an item with a magical spell, then it's often possible to get a near unlimited magical use from it, or at least allowing the magician to use spells with significantly less personal expense of [[Mana]].&lt;br /&gt;
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===Identifying Magical Items===&lt;br /&gt;
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. It's extremely difficult to master the ability to memorize a spell of this magnitude but the [[Vizjerei]] [[mage clan]] have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. [[Scroll]]s and staves have been crafted and imbued with the spell that identify virtually any magical aura. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object. &lt;br /&gt;
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===Staves===&lt;br /&gt;
The [[Mana]] of even a very skilled mage is still limited to his personal abilities, as is his ability to learn the different versions of a powerful spell. The [[Brotherhood of the Vizjerei]] discovered ways to use a simple wooden staff as a container for focused magical energy a long time ago. These staves are also often used as a foci for regular spells, and can substantially improve an Arcane user's ability to cast his own spells.&lt;br /&gt;
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Creating such a staff is very time consuming, and requires very expensive paraphernalia to properly imbue with spells. The design for these spell-casting staves is quite simple, however, and even an apprentice [[sorcerer]] with the right skill can replenish a staff by just channelling magic into it. While he might need a good knowledge in magic to refill a certain staff, he doesn't not need to know the spell in question. In order to use such a magical staff, the caster needs to have physical contact with the staff with both hands. The use of gloves is usually not a problem, as long as the sorcerer is actually holding the staff properly.&lt;br /&gt;
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Infusing a staff with magic will give it what would appear as a will of it's own, and it can require a quite powerful magician in order to wield it's power. Some are simply too overpowering to even wield. A staff does not need to have active spells in it to be unruly to wield. Some staves have passive spells of less physical effect that constantly affects the user, enabling him to remember spells better or use more [[Mana]] before being spent.&lt;br /&gt;
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===Jewellery===&lt;br /&gt;
[[Image:Sorceress.jpg|thumb|right|200px|[[Sorceress]] wearing jewellery.]]Precious gems and metals make excellent foci for magical enchantments in addition to staves and is quite popular among any magic user, regardless of school of magic. The process of preparing these jewels into actually magical items is a long lost secret in the [[Western Kingdoms]], but is still used in some of the [[mage clans]]. A lot of items created in times long past can still be found, and as many [[monster]]s have an affinity for finding people with them, defeating the minions of [[Burning Hells|Hell]] can be a good way to get this treasure. Another good reason why they are so popular is that since they are so small and located on places such as hands and neck, they are unlikely to be damaged in combat.&lt;br /&gt;
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Magical jewellery pieces have some sort of &amp;quot;maginetic&amp;quot; fields, and will easily be interrupted by other pieces. It's probable that this is because of their small size and relative high density magic in their physical shell. The effect is similar to that of a magnet, but not really. Holding two of these magical rings on the same hand, for instance, will completely cancel out both. Using more than one necklace at the same time will do the same. It might be a combination of the essence of the item, combined with how magic flows in the human body (even in the magically untrained), but there is no known studies made on the topic. However, the result of this is that only three pieces of enchanted jewlery may be worn at any one time: one ring on each hand, and one amulet around the neck.&lt;br /&gt;
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===Potions and Elixirs===&lt;br /&gt;
Creating [[Potion]]s and [[Elixir]]s is one of the magical arts that's still practised in the [[West]]. It's a combination of herbal essences and magical infusion to create draughts that for example can near instantly mend torn flesh and knit broken bone back together. The reason why this is still practised in the West seems to be mainly due to the more social uses, and them being perceived as &amp;quot;not as magical&amp;quot; in the view of the average person. Some of this magical power or magic healing power can be made through a combination of herbs that will funnel magic into the beverage. For more advanced potion, an Alchemist or magically skilled herbalist will be required. The two most common potions are [[Heal]]ing and [[Mana]] potions. Neither is common, but among potions with a magical nature, they are more common than others.&lt;br /&gt;
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====Healing Potions====&lt;br /&gt;
Healing potions consist of an unknown combination of liquids, herbs and magical infusion that will have different [[heal]]ing effects depending on the quality of the beverage. They are usually delivered in very small containers but with immense healing capabilities. The effect of a healing potion can bring a dying man to life within a few seconds, healing the wounds in a better way than the body itself can accomplish, presumably leaving less scar tissue. The availability of healing potions vary from place to place. This is the most commonly existing potion. &lt;br /&gt;
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====Mana Potions====&lt;br /&gt;
Mana potions are made purely for [[caster]]s, who rely on [[Mana]] in order to cast [[spell]]s, and will replenish their internal magical reserves. They are essentially consisting of raw magical energy infused into with a liquid edible medium and can replenish energy in a mage that has expended their power. In most cases they will not bring the capabilities of a well rested magic user over his normal limits.&lt;br /&gt;
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====Other Elixirs and Potions====&lt;br /&gt;
While [[Heal]]ing and [[Mana]] potions might be the most &amp;quot;common&amp;quot; potions in [[Sanctuary]], there are also potions made to stop disease and poison, heating up a body affected by syndromes of Cold magic as well as improve physical stamina, and bringing new strength to tired bodies. Some of these potions should not be confused with the purely alchemical warfare throwing potions, that can result in explosions or poison clouds. Fortunately, they have a very different consistency and smell.&lt;br /&gt;
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Elixirs made by the greatest [[Horadrim]] alchemists capable of permanently affect the imbiber in different positive ways, including making them stronger, smarter or even more agile.&lt;br /&gt;
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===Scrolls===&lt;br /&gt;
Scrolls are specially prepared pieces of parchment that have runes scribed on them with magical ink in order to work as a focus for spells. When a spell is infused, a reader can cast the spell without using any of his own inherent mana, or even knowing the spell itself, much similar to using a magically infused staff. The writing itself is not the full spell. The spell itself is ''infused'' into the ink and parchment by scribing it and the actual runes on the parchment works like a keyword to cast the pre-prepared spell. Scroll scribing is a good way to store spells for later use, or for less experienced magicians to use in the case of immediate danger. They are less time complex and consuming to create, which makes them a popular alternative.&lt;br /&gt;
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More complex spells need more complex keywords, and a high level of proficiency in reading these runes is needed to cast the spells from the most powerful scrolls. Even with a quite complex and cryptic writing, it would still be impossible for most mages to learn the actual spell from the writing, or analysing the embedded spell. Any such analysis can't be made sole from the runes, but requires a proper analyse of the magical aura of the spell. This is something most mages would never be able to do.&lt;br /&gt;
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When the magical keywords are read up in a proper way while focusing on the spell in the parchment, the energy of the ink and scroll will release in the shape of given spell and also turn the scroll into dust.&lt;br /&gt;
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===Waypoint Rune Stones===&lt;br /&gt;
The old [[Waypoint]] network created by the [[Horadrim]] still stands as a testament to their immense magical knowledge, and there are no longer any mages capable of creating further additions to the Waypoint network. A waypoint consists of large stone slabs in the ground inscribed with magic through runes, and will transport anyone knowledgeable enough to use them to another stone that the user has previously activated for his personal spiritual pattern. In addition to this, the old [[Town Portal]] gateway system made by the Horadrim might be related, but with a slightly skewed focus, to avoid any Waypoint traveller being damaged by an opening Town Portal.&lt;br /&gt;
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===Shrines and Wells===&lt;br /&gt;
An active adventurer of [[Sanctuary]] will once in a while come across [[Shrine]]s and magical [[Well]]s erected in the heart of wilderness, or sometimes even in haunted caves or dungeons. These are speculated to be dedicated to some magical force, deity or natural spirit but the truth is that none actually knows their true function. Drinking from one of these wells usually restore physical [[life]] and spiritual [[mana]], as well as endurance, but it naturally needs to be a magically infused well, and not any regular waterhole. Paying homage to one of the shrines can invoke positive magical effects upon the believer, ranging from insight, regenerative powers or ability to run without pause for long periods of time.&lt;br /&gt;
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Most of the wells, and a lot of these magical shrines also slowly regenerate their magical gifts opens up for speculation that they might have been set here by ancient [[Horadrim]] mages to harness the ley lines of [[Sanctuary]], and further their power against [[Darkness]]. The fact that [[demon]]ic creatures and [[monster]]s generally never touch them also support this theory. The evil forces don't seem to have much problems standing near them, so it might just be a very simple protective spell making it untouchable, or invisible to dark spawns.&lt;br /&gt;
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==The Corrupting Force of Magic==&lt;br /&gt;
:''Power corrupts; absolute power corrupts absolutely''&lt;br /&gt;
:: Proverb from Earth&lt;br /&gt;
:: - Lord Acton (1834–1902)&lt;br /&gt;
Any man, woman or entity in power are subject to being corrupted by hunger for power, or just being subject of losing empathy of &amp;quot;lesser&amp;quot; men, women or entities. This is naturally true with magic as well, and great magical power can be even more thrilling than great political power, as you can manipulate your immediate surroundings in an instant. Whether channelling magic in itself will corrupt a person is unknown, but [[Demonic magic]] seems to have the ability to do so.&lt;br /&gt;
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It might just be the fact that Demonic magic handles a lot more destructive components than other schools of magic, but many [[sorcerer]]s and [[sorceress]]es have fallen to the demonic lure, and turned against fellow man. The [[mage wars]] between [[Bartuc]] and [[Horazon]] is a prime examples of this, and one of the reasons the [[mage clans]] started concentrating more on [[Elemental magic]] instead.&lt;br /&gt;
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The [[Vizjerei]] also formed the [[Order of Mage Slayers]] (also known as the [[Assassin]]s) to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to Demonic corruption, and using magical or technological equipment rather than magic by themselves.&lt;br /&gt;
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Ironically, some parts of the &amp;quot;traditional&amp;quot; Demonic magic that involves the manipulation of the dead has seemed to have almost no corruptive powers. The [[Priests of Rathma]], also known as the [[Necromancer]]s have shown no signs of traditional corruption, despite what many citizens of the world might think of them.&lt;br /&gt;
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Druids shun traditional magic calling it [[Dubhdroiacht]] (black magic), and use another path that also seems to be impervious to corrupting forces, namely [[Nature magic]]. The [[Holy magic]] of the [[High Heavens]] and magic through the [[Amazon]] deities also seem to be more or less free of corruption.&lt;br /&gt;
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===other notes===&lt;br /&gt;
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Gods&lt;br /&gt;
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Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things. &lt;br /&gt;
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Auras - Unique to Paladins and certain creatures, Auras project a field of influence around the caster. Any allied character, hireling or minion will benefit from the aura so long as they are within the aura’s range. Those who are under the effect of an aura are indicated in the Play Area by a glowing halo beneath their feet.&lt;br /&gt;
&lt;br /&gt;
Curses - Necromancers and some monsters possess the ability to influence the fate of others around them. A curse affects those within a certain radius of the caster, and victims are marked for misfortune by a fuming haze above their heads. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is even able to retrieve items out of her reach, or send her attacks to distant enemies. Useful to a cunning Sorceress, this spell rewards quick thinking to make the most of opportunities when they present themselves.&lt;br /&gt;
&lt;br /&gt;
A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of waypoints or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Druids 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druid’s call for help. Over the many years since then, the spirits have contributed in many ways to the Druids’ cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Order of the Light&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub|it needs pictures}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[The Nature of Magic]] (Book)&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[category:basics]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Scavenger&amp;diff=37349</id>
		<title>Scavenger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Scavenger&amp;diff=37349"/>
				<updated>2011-09-21T16:20:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* Spells and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Scavengers''' are hound-like burrowing creatures who fight with ferocity and are quick to attack. A Scavenger is a [[beast]]-type [[monster]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Diablo III Monster==&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Monsterbox&lt;br /&gt;
|game= Diablo III&lt;br /&gt;
|portrait= Mon-scavenger1.jpg&lt;br /&gt;
|portrait-width= 67px&lt;br /&gt;
&amp;lt;!--|name= Monstername--&amp;gt;&lt;br /&gt;
|classif= Beasts&lt;br /&gt;
|family= Scavenger&lt;br /&gt;
|role= Cannonfodder&lt;br /&gt;
|life= Unknown&lt;br /&gt;
|mana= None&lt;br /&gt;
|armor= Unknown&lt;br /&gt;
|resist= Unknown&lt;br /&gt;
|armament= Claws, Fangs&lt;br /&gt;
|dps= Unknown&lt;br /&gt;
|dmg_low= Unknown&lt;br /&gt;
|dmg_high= Unknown&lt;br /&gt;
|range= [[Melee]]&lt;br /&gt;
|speed= Fast&lt;br /&gt;
|movement= Fast&lt;br /&gt;
|modifier= None&lt;br /&gt;
|spells= Burrow&lt;br /&gt;
|found= [[Tristram]]&amp;lt;br&amp;gt;[[Borderlands]]&amp;lt;br&amp;gt;[[Tardein Wastes]]&lt;br /&gt;
}}The Scavenger returns from [[Diablo I]], and it's taken on some properties of the {{iw|Leaper Leapers}} from [[Diablo II]]. They look more like [[animal]]s than [[demon]]s, and are somewhat badger-like in their furry, striped appearance. But they leap and dart around wildly, and seem quite capable of swarming an unwary hero by sheer numbers.&lt;br /&gt;
&lt;br /&gt;
A great mob of scavengers are seen in the [[WWI 2008]] [[gameplay movie]], and they're tricky beasts. They seem to be burrowers, and as the [[Witch Doctor]] runs along, the scavengers wait until he's in their midst before they dig out of the ground and attack all at once, a dozen or more of them leaping in from all different directions.&lt;br /&gt;
&lt;br /&gt;
They're still small and rather weak beasts though, and die quickly once the Witch Doctor fights back.&lt;br /&gt;
&lt;br /&gt;
Witch Doctors also use [[undead]] versions of these Scavengers as servants, helping him in his fighting, and it's also possible to imbue them with special attacking effects such as fire or locust by casting the appropriate [[Witch Doctor Skills|spells]] on them. The undead version of the Scavenger that is used by the Witch Doctor is called [[mongrel]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
* Burrow&lt;br /&gt;
The Scavengers can burrow in the ground, awaiting the arrival of some sort of prey, and simultaneously emerge from the earth to attack. They usually do this in groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known X Types===&lt;br /&gt;
Use on a &amp;quot;family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Display the different types of enemies, like weapon/equipment carried, or behaviour difference.&lt;br /&gt;
* Example: Warrior, Archer, Mage&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Known Subtypes===&lt;br /&gt;
Use on a a &amp;quot;family&amp;quot; monster article, or a &amp;quot;sub-family&amp;quot; monster article.&lt;br /&gt;
* Can be used in &amp;quot;Goatman&amp;quot; or the like&lt;br /&gt;
* Can be used in &amp;quot;Goatman Shaman&amp;quot; or the like&lt;br /&gt;
* Use for things like clan/colouring of same type of enemy&lt;br /&gt;
* Example: Moon Clan, Blood Clan, Death Clan&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Related Monsters===&lt;br /&gt;
* [[Mongrel]]&lt;br /&gt;
* {{iw|Leaper Diablo II Leaper}}&lt;br /&gt;
* {{iw|Scavenger Diablo I Scavenger}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Famous Monsters===&lt;br /&gt;
List any &amp;quot;character&amp;quot; monster, such as King Leoric for skeletons and the Butcher for Overlords.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Scavengers are small, burrowing creatures that feed upon carrion. Unlike most animals of this type, however, they are extremely aggressive and will not hesitate to attack those unfortunate enough to encounter them. Scavengers have powerful legs which they use for swift springing attacks, striking at vulnerable faces and throats. Their anatomy bears a striking resemblance to that of the {{iw|Leaper leapers}} of the [[Aranoch]] desert, and thus, many researchers classify the two groups as part of the same family of creatures.&lt;br /&gt;
&lt;br /&gt;
These creatures often burrow in an open area and wait for a pray to pass within short distance, then the entire pack will burst out of the soil and attack their potential meal.&lt;br /&gt;
&lt;br /&gt;
Captured Scavengers are used to hunt for [[Dune Thresher]]s. Constrained with a rope, they are used as bait in groups of 3 or so. They will traditionally try to bury, and then be captured by the Thresher, who in turn will swallow them, but still be attached to the ropes around the Scavengers' necks. The little creatures' ferocious clawing will open up the inside of the Thresher's stomach before the extremely eroding acids of the creature kills the Scavengers. Still attached to the ropes, the hunter will pull the dead or mortally wounded Dune Thresher out of the sand.&lt;br /&gt;
&lt;br /&gt;
An ensorcelled (some say [[demon]]ic) variant is known to have plagued adventurers in the [[Tristram]] region twenty-odd years ago as well. These were also called {{iw|Scavenger Scavengers}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo I Monster==&lt;br /&gt;
The {{iw|Scavenger Diablo I Scavenger}} is a [[demon]]ic version of the regular one described here. Corrupted by [[Diablo]] himself, this variant of the carrion race is even more aggressive, and can be driven mad with the scent of death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II Monster==&lt;br /&gt;
The {{iw|Leaper Diablo II Leapers}} found in the [[Aranoch]] desert are apparently genetically related to the Scavengers, but not of the exact same race. They have evolved even stronger bone muscles for leap attacks, don't burrow and have evolved an extremely slow resting metabolism to minimize water use and storage, but are otherwise quite like the burrowers. They still attack in packs, but use leaping attacks rather than an surprise attack from below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
This iteration of Scavengers was first sighted in the [[WWI 2008]] [[gameplay movie]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
The famous [[Abd al-Hazir]] had an &amp;quot;extremely distressing episode&amp;quot; during his youth involving Scavengers. He never got around to tell anyone what this was before he disappeared shortly after writing his [[Writings of Abd al-Hazir: Entry no. 0042|42nd]] entry about Sanctuary in article series called [[Writings of Abd al-Hazir]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Media==&lt;br /&gt;
You can find pictures in the Diablo 3 screenshot and picture gallery:&lt;br /&gt;
* [http://www.diii.net/gallery/ Diablo 3 screenshots and pictures]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=scavenger&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=24&amp;amp;cat=all&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=all Scavenger screenshots and concept art]&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-scavenger-lrg.jpg|thumb|left|700px|A pack of Scavengers unburrow and begin their assault.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Mon-scavenger-lrg.jpg|A pack of Scavengers unburrow and begin their assault.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Related Links==&lt;br /&gt;
List any links that would be useful for further reading on this particular monster. Try to avoid double links with the &amp;quot;References&amp;quot; section below.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0005]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Monster navbox|beasts}}&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=37231</id>
		<title>Diablo I Manual</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=37231"/>
				<updated>2011-09-20T07:17:40Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* The Reign of Diablo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{manual header}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do take note of the fact that a lot of information here is no longer [[canon]], as it has been [[retcon]]ned. Especially the writings of [[Vischar Orous]] below. The lore has instead been changed to [[flavour lore]], implying that Vischar Orous either believed this, or this is what he copied from other [[Vizjerei]] scriptures, and that the Vizjerei changed a lot of their findings and research to hide much of the horrible things they did up to and in the [[Mage Clan Wars]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Initiate==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 3)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''Which way is the right path, as I stand upon''&amp;lt;br /&amp;gt;&lt;br /&gt;
''this chaotic crossroad of hate...''&amp;lt;br /&amp;gt;&lt;br /&gt;
''How many ways are there to roam''&amp;lt;br /&amp;gt;&lt;br /&gt;
''on this dark and damned road of Fate...''&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''“There are many ways, my son,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''to find where the souls of Demons remain...''&amp;lt;br /&amp;gt;&lt;br /&gt;
''But it takes only one second of despair and of doubt''&amp;lt;br /&amp;gt;&lt;br /&gt;
''until at last, your soul, they will gain...''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Inherit these lands, these things, these dreams''&amp;lt;br /&amp;gt;&lt;br /&gt;
''that are yours, forever, to adore...''&amp;lt;br /&amp;gt;&lt;br /&gt;
''For there is no life, in the depths of chaos, my son,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''for you to explore...”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;''C. Vincent Metzen''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 6)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; style=&amp;quot;clear:left; width:245px;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“To try to find strength in''&amp;lt;br /&amp;gt;&lt;br /&gt;
''righteousness is folly.''&lt;br /&gt;
&lt;br /&gt;
''For He seeks to topple those who''&amp;lt;br /&amp;gt;&lt;br /&gt;
''have the farthest to fall…”&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 7)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;width:235px;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“But I, in truth, have been''&amp;lt;br /&amp;gt;&lt;br /&gt;
''once here before:''&amp;lt;br /&amp;gt;&lt;br /&gt;
''that savage witch Erichte, she''&amp;lt;br /&amp;gt;&lt;br /&gt;
''who called''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the shades back to their bodies,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''summoned me.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''My flesh had not been long''&amp;lt;br /&amp;gt;&lt;br /&gt;
''stripped off when she''&amp;lt;br /&amp;gt;&lt;br /&gt;
''had me descend through all the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''rings of Hell,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''to draw a spirit back from the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Betrayer’s circle.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''That is the deepest and the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''darkest place,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the farthest from the heaven''&amp;lt;br /&amp;gt;&lt;br /&gt;
''girds all:''&amp;lt;br /&amp;gt;&lt;br /&gt;
''so rest assured, I know the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''pathway all.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''-Dante''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; clear:left; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 8)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; style=&amp;quot;clear:left; width:225px;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Surt from the south comes''&amp;lt;br /&amp;gt;&lt;br /&gt;
''With flickering flame;''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Shines from his sword''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Val-God’s sun.''&lt;br /&gt;
&lt;br /&gt;
''The stony hills are dashed''&amp;lt;br /&amp;gt;&lt;br /&gt;
''together,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The giantesses totter;''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Men tread the path of Hel,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''And heaven is cloven.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''-Sæmund’s Edda''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; clear:left; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 9)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; style=&amp;quot;clear:left; width:225px;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Pierce me with steel, rend me''&amp;lt;br /&amp;gt;&lt;br /&gt;
''with claw and fang.''&lt;br /&gt;
&lt;br /&gt;
''As I die a legend is born for''&amp;lt;br /&amp;gt;&lt;br /&gt;
''another generation to''&amp;lt;br /&amp;gt;&lt;br /&gt;
''follow…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; clear:left; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 9)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;left&amp;quot; style=&amp;quot;clear:left; width:200px;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Wisdom is earned…not''&amp;lt;br /&amp;gt;&lt;br /&gt;
''given.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:left;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tutorial==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 10)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“He was skilful enough to have''&amp;lt;br /&amp;gt;&lt;br /&gt;
''lived still, if knowledge could be''&amp;lt;br /&amp;gt;&lt;br /&gt;
''set up against mortality.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''-William Shakespeare''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
===Creating a Character===&lt;br /&gt;
There are three character archetypes, or “Classes,” for you to choose from in Diablo. Although the three Classes share common abilities, they have different strengths and weaknesses. In addition, each Class possesses a unique skill that is only usable by members of that class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Interface===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 11)&amp;lt;/div&amp;gt;&lt;br /&gt;
The game screen in Diablo  is divided into two main sections, the Play Area and the Interface Bar. The Play Area displays the immediate environment around your character, including any other creatures or items that are within your character’s line of sight. You can zoom in on your character by pressing the '''Z''' key on the keyboard. Press '''Z''' again to return to normal view.&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Might and magic are spokes''&amp;lt;br /&amp;gt;&lt;br /&gt;
''on the same wheel…''&lt;br /&gt;
&lt;br /&gt;
''In lacking one you lack both…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The Interface Bar provides you with quick information on your character, as well as buttons to access the various information screens.&lt;br /&gt;
&lt;br /&gt;
The colored orbs indicate your character’s current Life and Mana. The red orb represents your current Life, and the blue orb represents your current Mana. As you take damage or cast spells, the liquid in the orbs will decrease. If you run out of Life points, your character is dead. Running out of Mana will prevent your hero from being able to cast memorized spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Character Information Screen===&lt;br /&gt;
To take a closer look at your character’s attributes, open up the Character Information screen. This can be done by leftclicking on the [CHAR] button, or pressing the C key on the keyboard. The Character Information screen displays the&lt;br /&gt;
following information about your character:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 12)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: The character’s name and class&lt;br /&gt;
: The character’s current level and experience&lt;br /&gt;
: How much experience the character needs to achieve the next level&lt;br /&gt;
: How much gold your character currently possesses&lt;br /&gt;
: Your character’s attributes, including any bonuses or penalties from magical items. Bonuses are displayed in blue, while attributes that are below normal are displayed in red. Statistics at their maximum are displayed in gold.&lt;br /&gt;
&lt;br /&gt;
{|align=&amp;quot;right&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Not even the sun can banish''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the phantoms of our land.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Nevertheless, we huddle in the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''darkness and pray for''&amp;lt;br /&amp;gt;&lt;br /&gt;
''dawn...”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
'''Strength''' represents how strong your character is, and adds to the damage that your character does in melee combat.&lt;br /&gt;
&lt;br /&gt;
'''Magic''' is your character’s innate ability to channel magic, either through memorized spells or enchanted items.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity''' covers your character’s agility and nimbleness. Your chance of successfully striking an opponent in combat increases with your level and dexterity.&lt;br /&gt;
&lt;br /&gt;
'''Vitality''' is an indication of the overall health and fitness of your character.&lt;br /&gt;
&lt;br /&gt;
'''Life''' is the current physical state of your character. This indicates how much damage your character can take before dying.&lt;br /&gt;
&lt;br /&gt;
'''Mana''' is the magical energy that your character possesses, and is used to power spells.&lt;br /&gt;
&lt;br /&gt;
Your character’s attributes also affect the items that he or she can use. A character with low Strength, for instance, could not wield a Great Axe.&lt;br /&gt;
&lt;br /&gt;
The right column of the Character Information screen displays your hero’s current combat statistics, which are:&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' A measurement of how well protected your character is from physical harm. It is a total of the armor&lt;br /&gt;
classes of all the armor that your character is currently wearing, as well as any dexterity and magical bonuses.&lt;br /&gt;
The higher your character’s armor class, the less likely you are to be hit in combat.&lt;br /&gt;
&lt;br /&gt;
'''To Hit''' This is the relative chance that your character has to hit an unarmored opponent in combat.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 13)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Honor and courage are a''&amp;lt;br /&amp;gt;&lt;br /&gt;
''warrior’s right and left''&amp;lt;br /&amp;gt;&lt;br /&gt;
''hands…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Damage''' This is the range of damage that your character can inflict with the weapon that he or she is currently wielding.&lt;br /&gt;
&lt;br /&gt;
Your resistance to various types of magical effects are located below your character’s combat statistics.&lt;br /&gt;
&lt;br /&gt;
'''Magic''' This includes spells that summon pure magic to create their effect.&lt;br /&gt;
&lt;br /&gt;
'''Fire''' This will help shield you from the effects of fire based attacks and spells.&lt;br /&gt;
&lt;br /&gt;
'''Lightning''' Resistance to lightning will help protect you from electrical spells and attacks.&lt;br /&gt;
&lt;br /&gt;
Once you have looked over your hero’s statistics, close the Character Information screen by clicking the [CHAR] button, or pressing ''C'' on the keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inventory Screen===&lt;br /&gt;
To see what equipment your character is currently carrying, you will want to examine your character’s inventory. To open the Inventory screen, either click the [INV]  button, or press the I key on the keyboard. A silhouette of your hero will appear along with several boxes to represent wielded/worn equipment, as well as items stored in your backpack.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 14)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“The only future Peace has to&amp;lt;br /&amp;gt;&lt;br /&gt;
offer is War…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Head''' For wearing caps, helmets, crowns and the like.&lt;br /&gt;
&lt;br /&gt;
'''Torso'''  This displays the overall armor that you are currently wearing.&lt;br /&gt;
&lt;br /&gt;
'''Right Hand''' Place any weapons that you wish to use in this spot.&lt;br /&gt;
&lt;br /&gt;
'''Left Hand''' This space is normally used for carrying a shield. If you are wielding a two-handed weapon, such as a great axe or a bow, this space will display a darkened version of the weapon to indicate that your left hand is also full.&lt;br /&gt;
&lt;br /&gt;
'''Amulet''' Various magical amulets may be found deep within the labyrinth under the church. Only one amulet may be worn at a time.&lt;br /&gt;
&lt;br /&gt;
'''Rings''' Magical rings can gift the wearer with many abilities. The nature of the these powerful enchantments, however, allows only one ring to be worn on each hand.&lt;br /&gt;
&lt;br /&gt;
'''Backpack''' The space below your character silhouette represents your backpack. Note that items of different sizes take up different amounts of space. It may be necessary to rearrange items in your inventory to make room for new treasure.&lt;br /&gt;
&lt;br /&gt;
Put your cursor over the club in your hero’s backpack. Notice that the club will highlight, and a description of it will appear in the Description Box at the bottom of the screen. Left-click on the club. Your cursor will be replaced by the picture of the club. Move the club over to another empty square in your backpack, and left-click again. You have now moved the club to another spot within your backpack.&lt;br /&gt;
&lt;br /&gt;
To drop the club from your inventory, left-click on it to select it and move the cursor over the Play Area. Left-click on the ground near your character and he will toss the club onto the ground. Move the cursor over the discarded club. It will be highlighted by a blue outline, and a brief description of it will appear in the Description Box. Left-click on the club to pick it up again. Note that if the Inventory screen is open, items will not automatically be placed in your backpack. Move the cursor over an empty space in your backpack and left-click to put away the club.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 15)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“I have seen the horrors that lie''&amp;lt;br /&amp;gt;&lt;br /&gt;
''beneath the earth. I have felt''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the icy breath of darkness upon''&amp;lt;br /&amp;gt;&lt;br /&gt;
''my skin, and have been gripped''&amp;lt;br /&amp;gt;&lt;br /&gt;
''by the skeletal talons of death''&amp;lt;br /&amp;gt;&lt;br /&gt;
''itself. What prayer can ever''&amp;lt;br /&amp;gt;&lt;br /&gt;
''heal the bleedingmarks of''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Terror’s embrace?”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Items in your backpack such as scrolls and books can be used by right-clicking on them. If it is a potion or other non-targeted effect, the effects will take place immediately. If it is a spell or effect that requires a target, your cursor will be replaced by a targeting cursor. Put the targeting cursor over the item or area that you wish to affect and click the left mouse button.&lt;br /&gt;
&lt;br /&gt;
Close the Inventory screen by clicking on the  [INV] button or pressing '''I''' on the keyboard. You can also close the inventory screen by pressing the spacebar on the keyboard. Pressing the spacebar automatically closes any screens that you have open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Belt===&lt;br /&gt;
Small items, such as potions and scrolls, can be kept on your belt instead of in your backpack to make them easier to use. The Warrior starts out with two healing potions stored on his belt. The number in the lower right hand corner of the potion icon is the hotkey for that item. Pressing the '''1''' key on the keyboard, for example, will cause your character to drink the potion in the first spot on his belt. You can also use the items by right-clicking on them. When your character picks up a usable item that is small enough, he will automatically place it on his belt if there is room. You can also transfer items between your backpack and your belt by opening the Inventory screen, left-clicking on the item to be moved, and then left-clicking on the space that you want to move the item to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Movement===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“A warrior’s true strength lies''&amp;lt;br /&amp;gt;&lt;br /&gt;
''not in the body, but in the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''spirit…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Movement in Diablo is accomplished by placing the cursor over the area where you wish to walk and then holding down the left mouse button. Your character will automatically move towards that direction. Note that walls, monsters, or closed doors may prevent your character from being able to find a route to where you want him to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interacting with Characters===&lt;br /&gt;
Now it’s time to explore the town of Tristram and talk to one of the few remaining residents. Walk over to the fountain in the center of the town. Several people will be visible. Move your cursor over the large fellow standing off to the right. His name will appear in the Description Box. Denizens of the town or labyrinth may ask your character to perform tasks for them or offer advice on quests on which you are currently working. Some people may even have access to goods or magical artifacts that will aid you on your journey. To talk to Griswold, left-click on him. Your character will automatically walk  to him and start  a conversation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 16)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Griswold is the blacksmith of Tristram and can provide your character with weapons and armor. Left-click on “Buy Basic Items”. A list of items that Griswold is selling will appear. You can left-click on the scroll bar or use the '''Arrow''' keys to scroll up and down the list. The item’s name, description and statistics will be listed, along with its price. Items that are in red are too powerful for your character to use; your hero may be too weak to wield the weapon, or too clumsy to utilize it properly. Left-click on “Back”  or press '''Escape''' once to get back to the main conversation menu, and then left-click on “Leave the Shop” or press '''Escape''' again to end the conversation with Griswold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Quest Log===&lt;br /&gt;
Continue to explore Tristram and talk to each of the people that you meet. Eventually, one of them will ask you to perform a task for them. You have just received your first quest. Quests are various missions that you may be asked to complete as you are investigating the evil that has been plaguing the land.&lt;br /&gt;
&lt;br /&gt;
To view a list of the quests that you are currently working towards, or to review the instructions that you have been given, take a look at the Quest Log. Click on the [QUEST] button on the Interface Bar, or press the '''Q''' key on the keyboard. All quests that your character is currently assigned will be displayed. Left-click on the quest name or press '''Enter''' to read the instructions again. Once you are done, close the Quest Log. This can be done by clicking on the [QUEST] button, pressing the '''Q''' key on the keyboard, or pressing the spacebar. Also, once you have a quest, you can ask everyone in town for information that could help you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Saving/Loading the Game===&lt;br /&gt;
Before you venture into the labyrinth, you’ll probably want to save your game. Bring up the Main Menu by pressing the [MENU] button or pressing the '''Escape''' key. From here, you can Save your game, Load a saved game, begin a New Game, Exit Diablo, or change the game Options. Click on “Save Game” to save your character’s status. Single player heroes have one saved game slot per character, so save wisely. Multi player heroes are saved automatically as they adventure throughout the town of Tristram and the labyrinth below.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 17)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Game Options===&lt;br /&gt;
If you wish, you can also adjust the game’s music or sound effects volume by choosing the Options selection. You can also adjust the brightness/darkness of the game by changing the Gamma setting. The farther you move the Gamma slider to the right, the lighter the game screen will become. You can exit the Menu by clicking on the [MENU] button or pressing the '''Escape''' key on the keyboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Entering the Dungeon===&lt;br /&gt;
Now you are ready to begin your quest to destroy Diablo. Moving the cursor over the entrance to the church will reveal the way down into the labyrinth below. Left-click on the entrance and you will begin your descent.&lt;br /&gt;
&lt;br /&gt;
The labyrinth beneath the church provides a similar view to that of the town above, with one notable exception. As your character approaches walls and doorways, they will become slightly transparent, so that you don’t miss any items or creatures that may be hidden behind them. Only items and creatures that are within your character’s line of sight are visible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pausing the Game===&lt;br /&gt;
There may be creatures near the entrance that will approach your hero. To pause the game, press the '''P''' key on the keyboard. The screen will turn red to indicate that the game play is stopped. Pressing the '''P''' key again will resume the game. Note that pausing the game is available only in single player games.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 18)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“I am not driven by hatred.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''I am not driven by fear.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''I am not driven by desire,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''duty, or any rationale.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''I can no longer feel any of''&amp;lt;br /&amp;gt;&lt;br /&gt;
''these.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''All that remains is''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Retribution;''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Cold and hard and final…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interacting with the Environment===&lt;br /&gt;
Movement in the labyrinth is the same as in the town. You can either click on the destination where you wish to walk, or you can hold down the left mouse button to walk in the indicated direction. Anything that you can interact with will become highlighted when you move the cursor over it. Creatures are highlighted in red, items that you can pick up are highlighted in blue, and dungeon features such as doors are highlighted in gold. Left-clicking on the selected item will cause your character to automatically move to and interact with the selected item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Combat is handled in the same fashion as movement. To attack a creature, move the cursor over the target, which will highlight it. The name of the creature, and what your character knows about it, will be displayed in the Description Box. Left-click on the creature to attack it. If your character is not within range, he will automatically walk towards the creature to attack it. If you are using a bow, or are trying to stay behind cover such as a doorway, you can hold down the Shift key on the keyboard while attacking to prevent your character from moving. He will stand in the same spot and fire his bow or swing his weapon.&lt;br /&gt;
&lt;br /&gt;
Search the labyrinth until you find some creatures to fight. Don’t forget that if your health gets low, you can use a healing potion to restore some of your hit points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Automap===&lt;br /&gt;
An Automap is available to help you navigate around the dungeon. To open the Automap, click on the [MAP] button on the Interface Bar, or press the '''Tab''' key on the keyboard. A map will be overlaid on top of the Play Area. Your character’s location and facing are indicated by an orange arrow in the center of the map. Doors and stairways are shown in yellow. You can use the '''Arrow''' keys on the keyboard to scroll around the map, and the + and - keys to zoom your view in and out. Game play does not stop while the Automap is displayed, so you can still move, attack, and be attacked by the denizens of the labyrinth. &lt;br /&gt;
&lt;br /&gt;
To hide the Automap, either click the [MAP] button, or press the '''Tab''' key on the keyboard. You can also press the spacebar to hide any open screens, including the Automap.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 19)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gaining Experience and Levels===&lt;br /&gt;
Continue to explore the labyrinth for a while. Try out different weapons that you find to determine which are the most effective against the creatures that you’re fighting. Don’t forget your healing potions, and, if things get too tough, you can always exit the dungeon and seek help in the town.&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will gain enough experience to reach the next level. When this happens, your Life and Mana Orbs will be completely restored, and a button will appear in the playing area. Either click on the button or bring up the Character Information screen to gain the benefits of your new level. Each level that you advance gives you points to distribute among your attributes. Left-click on the [ + ] button to the right of an attribute to raise it. Also, your character’s effectiveness in combat and with most spells will increase automatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Skills and Spells===&lt;br /&gt;
Once you have gained enough experience to reach level 2, head back to the entrance. Use the Automap to locate the stairway up if you’ve moved far away from it. Before you go back to the town,  left-click on the [SPELLS] icon on the Interface Bar, or press the '''B''' key on the keyboard. This opens your Spellbook that holds a list of all the spells and skills that your character currently knows. Left-clicking on the numbered tabs along the bottom of the Spellbook allows you to flip through the pages in your Spellbook. Left-clicking on a spell or skill will prepare it, and the icon on the Interface Bar will change to indicate the prepared spell/skill. Prepare your Repair skill by left-clicking on the icon on the first page of your Spellbook. Click on the [SPELLS] button, or press the '''B''' key on the keyboard, to close the Spellbook.&lt;br /&gt;
&lt;br /&gt;
Move your cursor over the playing area and click the right mouse button. Your character will be surrounded by a magical aura, and your cursor will turn into an icon to represent the Repair skill. The Inventory screen will also automatically open. Move the cursor over a piece of equipment that you wish to Repair, and left-click on it. Most spells and skills are used in this way, though some spells will automatically target the area that you right-click, so you’ll need to experiment to see which technique to use for each spell. Also, right-clicking on the icon in your Spellbook will cast that spell.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 20)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Gird thyself with the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''weapons of knowledge and the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''armor of wisdom.''&lt;br /&gt;
&lt;br /&gt;
''Victory is won as much''&amp;lt;br /&amp;gt;&lt;br /&gt;
''through strength of mind and''&amp;lt;br /&amp;gt;&lt;br /&gt;
''will as through brawn and''&amp;lt;br /&amp;gt;&lt;br /&gt;
''steel.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Speedbook and Spell Hotkeys===&lt;br /&gt;
Another method that you can use to select the spell or skill that you wish to use is through the Speedbook. Click on the icon  on the Interface Bar or press the '''S''' key on the keyboard to open the Speedbook. A row of icons indicating the spells and skills that your character is capable of using will appear in the Play Area, just above the Interface Bar. Skills are displayed in gold, memorized spells in blue, spells contained on scrolls are red, and spells available through a staff are orange. To change the spell/skill that you wish to have prepared, left-click on the icon that represents the one that you want. The Speedbook will close and that spell/skill will be readied for use.&lt;br /&gt;
&lt;br /&gt;
Once you have learned a few spells, or have found several magical items, it might be useful to set up spell hotkeys so that you do not have to use the Spellbook or Speedbook to change spells. Put the cursor over the Repair icon in your Speedbook. Press '''F5''' on the keyboard. The description of the skill will change to reflect the new hotkey. Pressing the '''F5''' key at any time will now prepare the Repair skill for use. Using the '''F5''' through '''F8''' keys, you can assign up to four spell hotkeys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===End of Tutorial===&lt;br /&gt;
Feel free to continue adventuring with this warrior, or open the Main Menu (using the [MENU] button or '''Escape''') and select “New Game” to create a new hero. For more detailed information on the world of Diablo and the creatures and items contained within it, continue reading the manual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview of Gameplay==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 21)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“It is easy to go down into Hell;''&amp;lt;br /&amp;gt;&lt;br /&gt;
''night and day, the gates of''&amp;lt;br /&amp;gt;&lt;br /&gt;
''dark Death stand wide; but to''&amp;lt;br /&amp;gt;&lt;br /&gt;
''climb back again, to retrace''&amp;lt;br /&amp;gt;&lt;br /&gt;
''one’s steps to the upper air —''&amp;lt;br /&amp;gt;&lt;br /&gt;
''there’s the rub, the task. ”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''— Virgil, The Aeneid''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
===Movement===&lt;br /&gt;
Left-click on the location that you want your character to walk to. &lt;br /&gt;
&lt;br /&gt;
Continuous movement can be achieved by moving the cursor in the direction you wish to travel and holding down the left mouse button. Your character will continue to walk in that direction until the mouse button is released or a path is not available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Place the cursor over the creature that you wish to attack. The creature’s name and any information that your character knows about that creature will appear in the Description Box. Unique creatures will have their name displayed in '''Gold'''.&lt;br /&gt;
&lt;br /&gt;
Left-click on the creature to attack it with the weapon currently wielded by your character.&lt;br /&gt;
&lt;br /&gt;
Holding down the Shift key while attacking will attack a location and prevent your character from moving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Skills and Spells===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Break the bones and the body''&amp;lt;br /&amp;gt;&lt;br /&gt;
''will heal.''&lt;br /&gt;
&lt;br /&gt;
''Break the spirit, and the body''&amp;lt;br /&amp;gt;&lt;br /&gt;
''will die…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Left-click the skill/spell that you wish to prepare by using the Spellbook or Speedbook.&lt;br /&gt;
&lt;br /&gt;
Right-click on the creature or area where you wish to cast the prepared spell. Spells or skills that affect an item in your character’s Inventory will turn the cursor into a targeting icon. Highlight the item that you wish to target with the cursor and left-click on it.&lt;br /&gt;
&lt;br /&gt;
Hotkeys can be assigned to frequently used spells by using the Speedbook. Open the Speedbook, and place the cursor over the spell that you wish to assign a hotkey to. Press '''F5-F8''' to assign that key to the spell, and close the Speedbook. Pressing the appropriate key will now prepare that spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speedbook Color Key:===&lt;br /&gt;
:Gold: Skill&lt;br /&gt;
:Blue: Memorized Spell&lt;br /&gt;
:Red: Scroll&lt;br /&gt;
:Orange: Staff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Interacting with the Environment===&lt;br /&gt;
Move the cursor over any item. A colored highlight indicates that the item can be manipulated or interacted with.&lt;br /&gt;
&lt;br /&gt;
:Blue: Item that can be picked up&lt;br /&gt;
:Red: Creature&lt;br /&gt;
:Gold: Anything else with which your character can interact&lt;br /&gt;
&lt;br /&gt;
Left-clicking on the highlighted item will cause your character to&lt;br /&gt;
walk over to the item and pick it up, attack it, or otherwise interact&lt;br /&gt;
with it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 22)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“It is easier to stab someone in''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the back than it is to look them''&amp;lt;br /&amp;gt;&lt;br /&gt;
''in the eyes.''&lt;br /&gt;
&lt;br /&gt;
''Society is built upon this''&amp;lt;br /&amp;gt;&lt;br /&gt;
''principle, and it is universal''&amp;lt;br /&amp;gt;&lt;br /&gt;
''amongst those who rule…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Using Items===&lt;br /&gt;
Moving the cursor over an item on the ground will display its name. Moving the cursor over an item in your character’s Inventory will display any other information that is known about the item. The color of the description indicates the nature of the item.&lt;br /&gt;
&lt;br /&gt;
:White: Normal item&lt;br /&gt;
:Blue: Magic item&lt;br /&gt;
:Gold: Unique item&lt;br /&gt;
&lt;br /&gt;
Any equipment that is tinted in '''Red''' is either unusable or too powerful for your character to use.&lt;br /&gt;
&lt;br /&gt;
Right-click an item in your character’s Inventory or Belt to use it. If&lt;br /&gt;
the item requires a target, the cursor will be replaced by a targeting&lt;br /&gt;
icon. Move the cursor over the desired target and left-click.&lt;br /&gt;
&lt;br /&gt;
An item carried on your character’s belt has an automatic hotkey&lt;br /&gt;
assigned to it. The hotkey is displayed in the lower right hand corner&lt;br /&gt;
of the belt slot. Pressing the hotkey will use that item.&lt;br /&gt;
&lt;br /&gt;
Right-click on gold that your character is carrying to drop a specific&lt;br /&gt;
amount.&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“The burning tongues of Hell''&amp;lt;br /&amp;gt;&lt;br /&gt;
''lap at our heels as we run''&amp;lt;br /&amp;gt;&lt;br /&gt;
''screaming from its horrible,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''gaping maw. There can be no''&amp;lt;br /&amp;gt;&lt;br /&gt;
''escape from the relentless beast''&amp;lt;br /&amp;gt;&lt;br /&gt;
''of Terror…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Keyboard Commands===&lt;br /&gt;
:'''F1''' Display Diablo Help&lt;br /&gt;
:'''P''' Pause the Game&lt;br /&gt;
:'''Escape''' Bring up the Main Menu&lt;br /&gt;
:'''B''' Open the Spellbook&lt;br /&gt;
:'''C''' View Character Information&lt;br /&gt;
:'''I''' Examine Inventory&lt;br /&gt;
:'''Q''' Read Quest Log&lt;br /&gt;
:'''S''' Display the Speedbook&lt;br /&gt;
:'''Z''' Zooms view in and out&lt;br /&gt;
:'''Shift''' Hold down when attacking to prevent movement&lt;br /&gt;
:'''Tab''' Display the Automap&lt;br /&gt;
:'''+/-''' Zoom Automap In/Out&lt;br /&gt;
:'''Arrow Keys''' Scroll Automap&lt;br /&gt;
:'''1-8''' Use specific belt item&lt;br /&gt;
:'''F5-F8''' Highlight spell in Speedbook and press F5-F8 to assign hotkey. Once hotkey is assigned, the key will prepare that specific spell&lt;br /&gt;
:'''F9-F12''' Auto send messages (Multi player only) Enter Open message window/send message (Multi player only)&lt;br /&gt;
:'''Spacebar''' Closes all open windows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multi Player Instrutions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 23)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“He who fights with monsters''&amp;lt;br /&amp;gt;&lt;br /&gt;
''might take care lest he thereby''&amp;lt;br /&amp;gt;&lt;br /&gt;
''become a monster.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''-Friedrich Nietzsche''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
===Multi player Gaming===&lt;br /&gt;
The forces of evil are powerful, but you don’t have to face them alone. Diablo will allow up to four players to journey into the labyrinth beneath Tristram as friend or foe. Multi player characters are separate from single player characters. A multi player character’s state is saved periodically during play, with experience and equipment being carried over from session to session. Therefore, the “Save” and “Load” options will not appear when the Diablo Menu is opened during a multi player game.&lt;br /&gt;
&lt;br /&gt;
====The Multi player Interface Bar====&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Any Master of battle should''&amp;lt;br /&amp;gt;&lt;br /&gt;
''always take stock of his friends''&amp;lt;br /&amp;gt;&lt;br /&gt;
''as well as his enemies. Knowing''&amp;lt;br /&amp;gt;&lt;br /&gt;
''both can, in time, be''&amp;lt;br /&amp;gt;&lt;br /&gt;
''profitable.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The Interface Bar in multi player games has two additional buttons on it, the Message button and the Player Intent button. To send a message to other players in a multi player game, left-click on the Message button, or press Enter on the keyboard. The description box will display a prompt where you can type in your message. Click on the Message button or press '''Enter''' to send the message. From the message screen, you can toggle specific players on or off. This will allow you to send secret messages to only the players that you want. If you want to quickly send a frequently used message, the keys '''F9-F12''' are available as hotkeys to relay preset messages.&lt;br /&gt;
&lt;br /&gt;
The Player Intent button controls how your character interacts with other players in the game. Left-clicking on the Player Intent button toggles it between Aggressive and Peaceful. Choosing Aggressive means that your character will treat other players like any other creature in the dungeon, and will attack the player if you left click on them. For a cooperative game, you will want to select Peaceful. A Peaceful character will not attack other players if they are left-clicked on, and will not directly target them with harmful spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Note: other players may still be hit by arrows and spell effects even if they are not specifically targeted. Use caution when fighting in close quarters.''&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Summary==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 28)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Character Level and Experience===&lt;br /&gt;
As your character explores the world of Diablo and combats the evil that threatens to overrun the land, he or she gains “[[experience]]” and becomes more skilled. The character’s total experience determines his or her Level. A character’s Level provides a quick approximation of his/her overall effectiveness, but different characters of the same Level can have different strengths and weaknesses. Increasing a level gives your character additional points to spend on [[Attributes]], as well as increasing effectiveness in combat, spell casting, and skill use.&lt;br /&gt;
&lt;br /&gt;
The most direct way to gain experience is to destroy the denizens of the labyrinth. The exact amount of experience gained by killing a creature is based on the relative Levels of the character and the creature. A seasoned Warrior does not gain any benefit from destroying a mere [[skeleton]], for he has faced far greater evils before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Your character has several Attributes corresponding to abilities he or she will use during the game. Each character Class starts out with different starting values to represent training that they have already had. Each Class also has limits on how high some Attributes can be raised. Warriors, for instance, cannot normally raise their Magic rating as high as an experienced Sorcerer. While gaining experience is the surest path, there are known to be magical means to raise Attributes as well. &lt;br /&gt;
&lt;br /&gt;
The different Attributes, and the aspects that they represent, are as follow:&lt;br /&gt;
&lt;br /&gt;
'''Strength''' represents the raw physical power that the character possesses. Very strong characters are capable of using more powerful weapons and can wear heavy armor. A high Strength gives a bonus to the amount of damage done in close combat.&lt;br /&gt;
&lt;br /&gt;
'''Magic''' is a measure of the character’s ability to manipulate the forces of magic. It is a combination of intelligence, willpower, and innate magical aptitude. A high Magic rating is required to learn and control complex and powerful spells and staves.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity''' rates the character’s general agility and accuracy. A character with low Dexterity has a very difficult time hitting opponents in combat. Dexterity is a very important Attribute for archers to develop.&lt;br /&gt;
&lt;br /&gt;
'''Vitality''' indicates the character’s overall physical fitness. Characters with high Vitality are very healthy, rarely become sick, and have a strong endurance.&lt;br /&gt;
&lt;br /&gt;
'''Mana''' is an overall rating that determines how much Mana a character can safely channel when spellcasting. It is based on the character’s Class, Level, and Magic Attribute. A character that has exhausted his or her Mana is no longer able to cast learned spells. Scrolls and staves may still be used, as they draw their own power from the environment on their own. Special Mana potions are able to restore the hero’s spell casting abilities by refreshing the body and clearing the mind of the imbiber.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 29)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Life''' is how much physical harm the character can suffer before dying. The Life total is based on Class, Level, and Vitality. A Warrior, for instance, can take more physical punishment than a Sorcerer of the same Level and Vitality rating. Once Life reaches zero the character is dead. Potions and healing spells can rebuild the human body at an incredible rate, restoring precious Life points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Combat Statistics===&lt;br /&gt;
A character’s effectiveness in combat is influenced by many factors, including the [[equipment]] that he or she is using, the [[Class]] of the character, his or her [[Attributes]], any enchantments that are in effect, etc. The Combat Statistics displayed on the Character Information screen represent the character’s current values, but do not include the effects of non-Identified [[magical items]].&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' is a total of all the protection that your character is currently receiving from armor, talismans, [[shields]], etc. A high armor class allows the character to resist the effects of physical attacks, and may help against various magical effects as well.&lt;br /&gt;
&lt;br /&gt;
'''To Hit''' is a rough indication of the chance that your character has to successfully hit and damage a single unarmored opponent. It is a combination of many factors, and is strongly affected by the opponent’s armor and overall toughness.&lt;br /&gt;
&lt;br /&gt;
'''Damage''' is the current range of damage that your character can inflict on a successful hit during combat. An opponent hit by the character will lose this much Life. The Damage rating is based on the [[weapon]] being wielded, the character’s Attributes, [[Level]], and any magical bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
[[Magic]] is a fickle and unpredictable force, and every character and creature is able to resist the effects of spells. The chance of successfully avoiding the effects of a dangerous spell is primarily affected by [[Level]], but outside factors may give the character a bonus. The Resistance ratings displayed in the Character Information screen display only bonuses granted from outside sources.&lt;br /&gt;
&lt;br /&gt;
'''Magic''' resistance protects the character from spells that expel raw magical energy, or spells that attempt to change or transform the character’s physical form.&lt;br /&gt;
&lt;br /&gt;
'''Fire''' resistance provides [[defense]] against fire spells of all types. It can also help to resist the attacks of [[creatures]] and [[weapons]] that use fire or heat to cause damage.&lt;br /&gt;
&lt;br /&gt;
'''Lightning''' resistance defends against electrical attacks of all types, from lightning bolts to the powerful charges exuded by certain creatures.&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 31)&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Warrior]]s of the lands of [[Khanduras]] are well trained in all of the weapons of war. Ranging from crusading [[paladin]]s to unscrupulous mercenaries, Warriors can be found wherever there is conflict amongst their countrymen. Many of these adventuresome men joined with [[King Leoric]]'s army and went to battle against the Northern kingdom of [[Westmarch]]. As the fires of war burned themselves out, these Warriors returned home to find their kingdom in shattered disarray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his [[Tristram Cathedral|Cathedral]] has drawn many Warriors to Khanduras seeking fortune and glory. Though they were warned by the people of [[Tristram]], a few of these brave souls have ventured into the chaotic labyrinth beneath the old church- never to be heard from again...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram every day, ready to challenge the dark unknown that awaits them beneath the earth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Warrior is the strongest and toughest of the three available Classes, and he excels in the art of [[melee|close combat]]. His primary weakness is that his extensive physical training has left little time to develop more than a rudimentary knowledge of [[magic]]. The extended periods of time that most Warriors spend away from their homes and civilization requires that they learn to repair their own weapons and armor, although their skill is no match for the talent of a true blacksmith.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rogue==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 33)&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Sisters of the Sightless Eye]] are a loosely organized guild shrouded in mystery amongst the peoples of the West. These highly skilled [[archers]] employ ancient Eastern philosophies that develop an &amp;quot;inner-sight&amp;quot; that they use both in&lt;br /&gt;
combat and to circumvent dangerous traps that they may encounter. Known only as wandering [[Rogues]] in the West, the Sisters conceal their secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of&lt;br /&gt;
underestimating these steel nerved women in combat and paid a terrible price for their vanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The strange events transpiring in [[Khanduras]] have caught the attention of many of these Rogues. They have come from as far as the Eastern dunes to test their skills against the [[demon|dark evil]] that is said to be lurking in [[Tristram]]. It is also believed that untold riches wait to be discovered among the ruins of the [[Tristram Cathedral|Horadrim monastery]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a seemingly careless precision. The innate sixth&lt;br /&gt;
sense that all Rogues seem to possess also allows them to sense trapped fixtures, and aids them in attempts to disarm these traps.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sorcerer==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 35)&amp;lt;/div&amp;gt;&lt;br /&gt;
Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the [[West]], many magi have made the pilgrimage from the [[Far East]] to see for themselves what horrors lie beneath the ruined [[Tristram Cathedral|Cathedral]] of [[Khanduras]]. The veiled [[Brotherhood of the Vizjerei]], one of the eldest and most dominant [[mage-clan]]s of the East, has sent many of its [[acolyte]]s to observe the dark events unfolding in Khanduras first hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Vizjerei]], known for their brightly colored [[turinash]] -or spirit-robes have taken a keen interest in both gathering knowledge of [[demon]]s and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering [[Sorcerers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most [[magic]] in Khanduras is in the form of enchanted [[item]]s and [[elixir]]s. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei [[neonate]] knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Items==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 36)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“But he that hides a dark soul''&amp;lt;br /&amp;gt;&lt;br /&gt;
''and foul thoughts''&lt;br /&gt;
&lt;br /&gt;
''Benighted, walks under the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''mid-day sun''&lt;br /&gt;
&lt;br /&gt;
''Himself is his own dungeon…”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
''-John Milton''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
As you explore the world of Diablo you will encounter many items that can aid you in your expeditions. Items can be&lt;br /&gt;
examined by picking them up and highlighting them in your inventory. A description of the item will appear in the&lt;br /&gt;
Description Box at the bottom of the Interface Bar.&lt;br /&gt;
&lt;br /&gt;
By using precious metals, magical gems, and eldritch symbols, many items can be magically enhanced. Any enchanted items that your character discovers will have their descriptions displayed in blue. While your character can sense the unnatural nature of the treasure by its appearance and magical aura, he or she will need to have it magically identified before these abilities make themselves known.&lt;br /&gt;
&lt;br /&gt;
Items which have their name and description displayed in gold are unique items and are treasures of legendary power.&lt;br /&gt;
Although your character may recognize the artifact from stories and myths, he or she will still need to identify it to discover the truth behind its reputation.&lt;br /&gt;
&lt;br /&gt;
Many items require that your character meet certain Attribute minimums to be used effectively. A war maul, for instance, can only be used by extremely strong heroes. Very powerful scrolls and books can only be understood by those with the highest magical abilities. If your character does not meet the requirements to use an item, that item will appear in red when picked up or carried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Durability===&lt;br /&gt;
Over time, [[weapons]] and [[armor]] wear down until they eventually break. Equipment found in the [[labyrinth]] is almost always worn by time and improper care. A [[gold]] [[silhouette]] of the worn equipment will appear in the corner of the Play Area when it is close to breaking. The silhouette will turn red just before the item is completely destroyed.&lt;br /&gt;
&lt;br /&gt;
Warriors can perform quick repairs on their equipment, but this inevitably lowers the items’ quality over time. A good&lt;br /&gt;
[[blacksmith]] can repair equipment without lowering its long term effectiveness, for a price. Enchanted weapons and armor&lt;br /&gt;
must be repaired by using the same precious metals and [[gems]] that were used during its construction, and can be expensive to have repaired.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 37)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
Very few creatures in the labyrinth can be reasoned with, and only a fool or a very powerful sorcerer would dare enter the confines of the church without a sturdy weapon in hand. It is rumored that there are many enchanted weapons buried&lt;br /&gt;
beneath the church, remnants of the Horadrim’s war against the Three.&lt;br /&gt;
&lt;br /&gt;
====Swords====&lt;br /&gt;
The sword is the epitome of the warrior’s weapon. Forged in fire and tempered to a fine edge, a good blade can cut through armor or a demon’s thick hide with equal ease. Some warrior clans of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of a shield in favor of greatswords that stand the full height of a man.&lt;br /&gt;
&lt;br /&gt;
====Axes====&lt;br /&gt;
Axes are favored by those who are willing to sacrifice defense for power. In addition to being slower than other weapons, even the smallest combat axe requires two hands be free to wield properly, precluding the use of a shield. However, no other mundane item can match the damage of a good axe. Legends speak of enchanted axes capable of slicing through flesh and steel as if through butter.&lt;br /&gt;
&lt;br /&gt;
====Maces and Clubs====&lt;br /&gt;
Sometimes the simplest tools are the best. Whether it be a stout piece of wood or a spiked mace, a good clubbing weapon&lt;br /&gt;
can be deadly in the hands of a strong warrior. The minions of [[Mephisto]]—the undead—are said to have an especially difficult time resisting the effects of broken bones and shattered limbs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 38)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Staves====&lt;br /&gt;
The art of staff fighting has never gained much acceptance in Khanduras, but long ago the Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused magical energy. The process of creating a spell staff is very time consuming, but even an apprentice Vizjerei can recharge a staff by channeling magical energy into it. Spell staves may be used to cast spells that the wielder does not yet know, and that do not require the expenditure of mana. The staff must be wielded in order to use the spell it contains.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It is also possible to find staves that have been further enchanted to make them more effective in combat or to grant other abilities to the wielder.&lt;br /&gt;
&lt;br /&gt;
''To prepare a spell from a staff, use the Speedbook to ready the spell. Spells from staves will appear on an orange background. To cast the spell right-click on the spell’s target.''&lt;br /&gt;
&lt;br /&gt;
====Bows====&lt;br /&gt;
Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however, knows that a bow is no match for a sword or other weapon if the fighting should come to close quarters. ''Note: Holding down the Shift key while attacking with a bow will prevent your character from moving closer to his or her target.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 39)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
Good armor is essential if you wish to survive the attacks of the creatures lurking in the labyrinth. Even a simple leather jerkin or thick cloak can help to turn aside a weapon’s edge or a demon’s claws and prevent the wearer from being mortally wounded. There are three general classifications of armor.&lt;br /&gt;
&lt;br /&gt;
====Light Armor====&lt;br /&gt;
Light armor ranges from simple clothing, such as robes and cloaks, to hardened leather armor. Even tossed aside rags will provide some protection. Although armor of this type offers minimal protection from most attacks, it is very lightweight and inexpensive to repair.&lt;br /&gt;
&lt;br /&gt;
====Medium Armor====&lt;br /&gt;
This category includes basic metal armor, such as chain mail and ring mail. In general, armors of this type provide good protection from physical attacks, but are heavy enough that only athletic characters can wear them comfortably.&lt;br /&gt;
&lt;br /&gt;
====Heavy Armor====&lt;br /&gt;
Most heavy armor consists of solid metal plates over a chain mesh. The extent of the plate coverage determines the exact type of armor. Field plate, for instance, covers only the torso and arms with solid plates to provide maximum mobility. Only the strongest heroes can wear heavy armor, and it is very expensive to repair. Plate armor does provide the highest protection possible from physical attacks, and enchanted plate armor can make a warrior nearly unstoppable.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 40)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Helmets====&lt;br /&gt;
Even a simple leather cap can spell the difference between life and death, and it is a good idea to use the best helmet&lt;br /&gt;
that you can afford. Many members of the Horadrim wore crowns of unearthly metals to reflect their status, and often these crowns were enchanted for superior protection.&lt;br /&gt;
&lt;br /&gt;
====Shields====&lt;br /&gt;
Shields are extremely popular as both a means of defense and decoration. Your character will automatically attempt to&lt;br /&gt;
block any incoming blows with his or her shield, and in times of desperation it can even be used as a bashing weapon. Bows, axes, staves, and other two-handed weapons cannot be used in conjunction with a shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jewelry===&lt;br /&gt;
Precious [[gems]] and metals make excellent foci for magical enchantments. Although most of the knowledge of creating&lt;br /&gt;
such talismans has been either been long lost or is jealously guarded by the Eastern mage clans, [[rings]] and [[amulets]] of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each hand, and but one amulet may be worn about the neck. The greatest advantage of rings and amulets is that they are nearly impossible to strike in combat, and as such do not need to be repaired or maintained as armor does.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 41)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Potions===&lt;br /&gt;
One form of magic that is still strong in the West is the brewing of elixirs that can have a variety of beneficial effects on the imbiber. By far the most common of these draughts are healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana potions are infused with raw magical energy to restore the abilities of spell casters that have expended their power. The old church is sure to have a strong supply of both types of potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft may also be able to supply your character with potions, for the right price. It’s known that the greatest of the Horadrim alchemists created strange concoctions that permanently affected the drinker.&lt;br /&gt;
&lt;br /&gt;
''To drink a potion, right-click on it when it is on your belt or in your backpack. You can also use the potion’s hotkey if it is on your character’s belt.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scrolls===&lt;br /&gt;
By carefully preparing special parchment with magical inks, a focus for spells can be created. Such magical scrolls provide the reader with the ability to cast a spell that they normally may not know, without expending any mana. Very powerful spells cannot be used by the untrained, however, for the cryptic symbols upon them are difficult to comprehend. The act of casting the spell drains the scroll of all magical power and causes the parchment to crumble to dust instantly.&lt;br /&gt;
&lt;br /&gt;
''To cast a spell from a scroll, either right-click on a scroll that your character is carrying, or use the Speedbook to prepare the spell. Spells from scrolls will appear on a red background.''&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 42)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Books===&lt;br /&gt;
More valuable than gold to any sorcerer, books may contain clues to quests, spell formulas, or other pieces of knowledge. The time of the Horadrim is considered to be the greatest age of magic, when untold discoveries in the arcane arts were made. These powerful mystics used every ounce of power at their command to preserve humanity. Although the Eastern mage-clans keep watch over vast libraries of magical tomes, it is suspected that a great part of this knowledge was lost when the last of the Horadrim died. There may be lost works beneath the church that could bring some of these ancient magics to light…&lt;br /&gt;
&lt;br /&gt;
''You can discover a book’s contents by left-clicking on it when your character discovers it. Books that contain spell formulas can be carried by your character to trade - or to study. Rightclicking on such books will increase your ability with a specific spell. No single book can teach your character all that there is to know about a spell, however. The more books that your character reads on a specific spell, the greater his or her ability with spell will become. Mastering a spell requires intimate knowledge of the ways of magic, This is reflected by an increasing magic requirement to memorize the spell.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gold===&lt;br /&gt;
During the long reign of peace that existed in Khanduras most towns and cities agreed upon a standard gold coin to use in trade. The Church of Zakarum has tried to have its own currency accepted as the new standard, but so far it has gained little acceptance. Although it would seem that the minions of the Three would have no use for gold coins, many demons hoard all the wealth that they can find.&lt;br /&gt;
&lt;br /&gt;
''To drop a specific number of coins, right-click on gold in your character’s inventory. Type in the amount of gold that you wish your character to drop, and press the Enter key.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells and Magic==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 44)&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Nature of Magic===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Either slain thou shalt gain''&amp;lt;br /&amp;gt;&lt;br /&gt;
''heaven, or conquering thou''&amp;lt;br /&amp;gt;&lt;br /&gt;
''shalt enjoy the earth.''&lt;br /&gt;
&lt;br /&gt;
''Therefore arise, son of Kunti,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''unto battle, making a firm''&amp;lt;br /&amp;gt;&lt;br /&gt;
''resolve.''&lt;br /&gt;
&lt;br /&gt;
''Holding pleasure and pain''&amp;lt;br /&amp;gt;&lt;br /&gt;
''alike, gain and loss, victory''&amp;lt;br /&amp;gt;&lt;br /&gt;
''and defeat, then gird thyself for''&amp;lt;br /&amp;gt;&lt;br /&gt;
''battle: thus thou shalt not get''&amp;lt;br /&amp;gt;&lt;br /&gt;
''evil.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;&lt;br /&gt;
- The [http://en.wikipedia.org/wiki/Bhagavad_Gita Bhagavad Gita]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Magic is an extremely powerful force, the manipulation of which is carefully studied, frequently learned, but it is never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the Mana that pervades our world.&lt;br /&gt;
&lt;br /&gt;
Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical&lt;br /&gt;
world is likened to the sky while the ethereal realm of magic is set as the ocean. If we follow this line of thought, spells are much like the turbulence that occurs where the two interact with each other. During the Sin War, Demon and Angel alike wrought powerful magicks that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which, in our archetype, would be the equivalent of a fierce hurricane.&lt;br /&gt;
&lt;br /&gt;
The Forces of Order sought to preserve our reality by limiting the power of mortal man. As a consequence, only the strongest wills can harness more than the most basic of magical effects. Even then, much energy is lost in the transition of power between the two Realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 45)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Firebolt===&lt;br /&gt;
The true essence of Fire lies at the edge of Energy and Matter. It is, therefore, a fairly simple matter to shape Mana into a magical flame. Controlling a bolt of this fire as it flies towards its target is another matter entirely. As experience and knowledge with this spell grows, both the intensity of the flame and the speed of the bolt can be increased with the caster feeling less exertion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Inferno===&lt;br /&gt;
Inferno sacrifices the mobility of a Firebolt for pure damaging power. Rather than attempting to control the path and&lt;br /&gt;
cohesiveness of a single bolt, the caster conjures forth an individual, focused stream of flame. Although it dissipates&lt;br /&gt;
beyond more than a few paces, with a greater understanding of the forces at work the stream of fire can not only be&lt;br /&gt;
extended a significant amount, but also can be maintained for a few moments more. The heat of an Inferno is more intense than that of a Firebolt as more Mana is being converted into essential energy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wall of Fire===&lt;br /&gt;
Magical fire feeds upon no earthly source, being fueled instead by the mystic energies known as Mana. While the heat of&lt;br /&gt;
conjured flames may cause normal matter to combust and burn on its own, the flames themselves will burn as long they&lt;br /&gt;
have Mana to draw upon. By carefully controlling the flow of Mana to a magical fire, its life-span can be extended well&lt;br /&gt;
beyond that of a Firebolt or an Inferno. The Horadrim were skilled enough to create torches that burn with an eternal&lt;br /&gt;
flame, but those abilities have been long lost. With this spell, the caster creates a wall of eldritch flame that will burn until the Mana in that area has been exhausted. As knowledge of this spell increases, the rate at which Mana must be consumed can be better controlled and the Wall of Fire can be made to burn longer.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 46)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Charged Bolt===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''&amp;quot;When all magic fails, rely on''&amp;lt;br /&amp;gt;&lt;br /&gt;
''three feet of steel and a strong''&amp;lt;br /&amp;gt;&lt;br /&gt;
''arm...&amp;quot;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The true essence of Electromagnetism exists on the threshold of the Ethereal and the Physical Realms. While it is very efficient to transform Mana into electrical energy, it is extremely difficult to control. This spell calls into being multiple pockets of lightning which seem to have a will of their own. The caster is able to shield himself from the effects of these charges, but any creature - friend or foe - may be struck. Greater understanding of this spell allows more of these Charged Bolts to be formed, and their existence will be maintained for a longer period of time. The physical toll on the caster, however, increases as well, requiring more Mana to be spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lightning===&lt;br /&gt;
The caster of this spell seeks to control the discharge of electrical energy by focusing it into a single stream of Lightning. The effects of channeling this powerful force of nature onto an unprotected creature are awesome indeed. With experience, these bolts of lightning may be maintained for a longer period of time while requiring less Mana to be used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flash===&lt;br /&gt;
The Flash spell was created to fight the servants of Baal, whose minions prefer to surround their enemies and attack from all sides simultaneously. To properly form most incantations, the caster must be able to concentrate long enough to complete the necessary invocations and gestures. With this spell, the caster draws in as much Mana as possible as quickly as possible from the surrounding area and concentrates it into a single point within his own body. This Mana is then released in a single burst of raw energy that dissipates very rapidly – and very violently. While this spell is usable only in close combat, it is extremely potent and will strike creatures on all sides of the caster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 47)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Holy Bolt===&lt;br /&gt;
While the Horadrim were the greatest mortal spell casters ever known, not all of the followers of the Light were as proficient in magic as they were. During the quest to bind Mephisto, common soldiers were hard pressed to combat the seemingly endless tides of the undead that guarded the First Brother. During this time, Cathan, a devout priest who was also a fierce warrior, found that by invoking the powers of the High Heavens and then infusing them with the essence of Fire, a bolt of great speed and intensity could be created and used by those otherwise untrained in the use of magic. This Holy Bolt harms only the undead, making it far safer to use while on a chaotic battlefield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
The art of self healing is an invaluable ability, and it is for this reason that this spell has been preserved throughout the ages. When cast, Mana courses through the body, instantly knitting broken bone, replacing torn tissue and reducing the effects of shock and fatigue. With time, this spell can be developed to the point that it can instantly restore even those on the brink of death. The ability to heal others is much rarer, and those that can do so are greatly respected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Resurrect===&lt;br /&gt;
During the assault upon Mephisto's Fortress of Bone, the army led by the Horadrim was nearly overwhelmed by the legions&lt;br /&gt;
of the damned. As soon as one of the crusaders was slain in combat, his body would rise again as an undead warrior to&lt;br /&gt;
fight against his former companions. On the eve of what was to be the final attack upon the Fortress, a mysterious figure in white appeared before the Council of the Horadrim. This apparition revealed to them the secret of piercing the barrier between Life and Death. By Resurrecting the slain soldiers, they could be saved from eternal corruption. Those present at the Council swore an oath never to use this ability once the battle was over, but somehow the secret escaped. This spell has the power to bring a dead soul back to the physical world, but it must be performed at the site of the person’s death.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 48)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Identify===&lt;br /&gt;
Any object imbued with magic exhibits an aura that is easily noticed. To determine the exact nature of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbols. While none have mastered the ability to memorize a spell of this magnitude, the Vizjerei have developed a means for the untrained to discover the secrets of an ensorcelled object by using a rare crystal that is extremely sensitive to magical auras. This sensitivity makes it very fragile, however and the crystal will shatter if it is brought too close to an enchanted item. The very act of Identifying such an object also destroys the crystal. Scrolls and staves have been crafted that can be used to Identify magical auras. By using special inks and dyes that contain tiny grains of these crystals, the stability of the crystal is maintained until it is used to examine the enchanted object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Portal===&lt;br /&gt;
The Horadrim constructed numerous magical gateways between the mighty fortresses so that they could quickly concentrate their defenses against any incursion by the Demons. With but a thought, the Crusaders of the Light could transport themselves to predetermined destinations many leagues apart. Although the secret of creating these gateways has been long lost, it is still possible to use the pathways that are already in place. A Portal opened by means of this spell will always take the caster to the location of the nearest gate and remain open long enough to bring the caster back to his point of origin. The Church of Tristram is built upon the remains of a Horadrim monastery, and it is quite probable that a gateway lies nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Telekinesis===&lt;br /&gt;
This versatile spell is derived from a training exercise that was used by the Horadrim. Once they reached a certain point in their training, acolytes were bound and locked in a cell, with the key to the door lying on the floor in front of them. The student had to unlock and open the door without being able to physically move. Through intense concentration and fine control, the acolyte could manipulate the key as if it was held by an invisible hand. Those that were able to open the cell door were allowed to proceed to the next level of training. There is some speculation as to the fate of those unfortunates that lacked the magical prowess to escape. Today, this spell serves as a reminder that what was once a simple mental exercise for the Horadrim is now a difficult spell known by few sorcerers. Telekinesis could prove very useful in the labyrinth, as there are many trapped doors and chests that could be safely opened from a distance. By exerting greater force, at a cost in fine control, creatures can also be pushed away from the caster.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beastiary==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 50)&amp;lt;/div&amp;gt;&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''“All things roll here: horrors of midnights,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''campaigns of a lost year''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Dungeons disturbed, and groves of lights;''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Echoing on these shores, still clear,''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Dead ecstasies of questing knights-''&amp;lt;br /&amp;gt;&lt;br /&gt;
''yet how the wind revives us here!”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;&lt;br /&gt;
''- [http://en.wikipedia.org/wiki/Arthur_Rimbaud Arthur Rimbaud]''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Accurate reports on the nature of the horrors that lie below [[Tristram Cathedral|the church]] come to light more rarely than survivors. I have attempted to provide a base knowledge of what awaits you by searching through our vast libraries for historical and scientific tomes recounting the [[Horadrim]]'s epic war against [[the Three]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have summarized the information that I discovered. Due to the length of time that has passed since most of the original accounts were written, and the uncertainty surrounding the present evil that plagues this land, I cannot guarantee the veracity of this information. I do, however, believe that this information is as accurate as possible under these trying circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is known that the Three Brothers often acted through personal servants. While I would not classify all of these servants as [[Demon]]s, they do represent the most horrible aspects of their Masters. What follows is what has been documented concerning the creatures that were known to serve the Brothers during their reign of evil. It should be noted that in their battle against the [[Seraphim]], the Brothers would constantly twist and change their servants to best resist the powers that they were facing. Two demons of the same physical shape may have dramatically different weaknesses, depending upon the whims of their Master. The specific species described herein were those most commonly encountered by the Horadrim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take the greatest of care when journeying through the cursed lands. It is well known that the creatures of [[Darkness]] are a cowardly lot, and will attack using strength of numbers to their advantage whenever possible. I fear the knowledge contained herein is incomplete, at best, for there were no living witnesses of the most powerful horrors. If one of the Three has truly come free of his binding, he will call as many of these infernal servants to him as possible, as well as creating new and more powerful minions to command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Vischar Orous]]&amp;lt;br&amp;gt;&lt;br /&gt;
Chief Librarian&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zharesh Covenant]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Brotherhood of the Vizjerei]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Minions of Darkness fall into three categories, and are divided according to their masters. Study these words well, for this knowledge may be all that keeps your immortal soul from being devoured by the denizens of the underworld.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Mephisto, the Lord of Hatred ''(Odium)''===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''“I am Yesterday, Today, and''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Tomorrow, and I have the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''power to be born a second time.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''I am the divine hidden Soul''&amp;lt;br /&amp;gt;&lt;br /&gt;
''who created the gods and gives''&amp;lt;br /&amp;gt;&lt;br /&gt;
''sepulchral meals to the denizens''&amp;lt;br /&amp;gt;&lt;br /&gt;
''of the deep, the place of the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''dead, and heaven...Hail, lord''&amp;lt;br /&amp;gt;&lt;br /&gt;
''of the shrine that stands in the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''center of the earth. He is I, and''&amp;lt;br /&amp;gt;&lt;br /&gt;
''I am he!”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;&lt;br /&gt;
''-Egyptian [http://en.wikipedia.org/wiki/Book_of_the_Dead Book of the Dead]''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The legions of [[Mephisto]] are driven by a hatred of all living things - especially those who are pure of heart. He counts as minions both the walking dead, who forever seek vengeance upon the living, as well as a host of demonically corrupted creatures whose twisted limbs and misshapen bodies leave&lt;br /&gt;
them in eternal agony and rage.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Skeletons ''(Ossium Animatum)''====&lt;br /&gt;
These are the [[skeleton|skeletal]] remains of warriors who either died as soldiers in some dark campaign, or were betrayed by those they most trusted. Now animated by unnatural forces, these troops of the Damned forever seek new recruits to join their ranks. If our greatest fears do prove to be true, the skeletal warriors that are rumored to haunt the town of [[Tristram]] might well be the corrupted remains of the valiant [[Horadrim]] monks laid to rest in the catacombs beneath the church. Only an incredibly potent evil could have disturbed the peaceful slumber of these eremites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skeletons are usually found in places where the dead are laid to rest or at the sites of great battles. While physically fragile, they are never lacking in numbers, for those that fall to them in combat are damned to an eternal lust for living blood. Coupled with their unthinking rage, this makes them a&lt;br /&gt;
dangerous opponent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 52)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Zombies, ''(Cibus Animatus)''====&lt;br /&gt;
Worm-ridden and reeking of foul decay, [[Zombie]]s are formed from the corpses of men executed for committing the most depraved and degenerate crimes against the innocent. They are driven by both the hatred that consumed them in life and an insatiable hunger for the flesh of the living.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tenacious and possessing stamina of infernal origin, Zombies and their ilk make for a difficult encounter. Fortunately, these undead minions are lacking in both wit and mobility which can be used to great affect against them.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Overlords ''(Tyrannus Pinguis)''====&lt;br /&gt;
Even the [[Seraphim]] are not immune to the corruption of the [[Dark Lord]]s. One such angel, [[Inarius]], was proud of his beauty and boasted loudly of his purity and worth. His thoughts became so clouded that he believed himself to be above both [[Angel]] and [[Demon]], and he left the [[High Heavens]] to form his own dominion. He constructed a great cathedral of mirrored glass and crystal, and followers flocked to him, drawn by his numinous charm and wealth. Once Inarius had gathered a sizable army, he decided to prove his power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inarius first laid siege to an infernal temple devoted to the worship of [[Mephisto]], but made the foolish mistake of overestimating his prowess. The armies of Inarius laid waste to the temple and killed the dark monks that dwelled within. The Three Evils had considered the vain warrior a mere nuisance and amusement until this time, but this was an insult that they could not bear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mephisto himself is said to have appeared at the cathedral of Inarius. He laid waste to the church and the surrounding countryside. The Lord of Hatred took the proud [[archangel]] and his followers captive. He bound Inarius with tremendous chains and slowly tore the wings from the back of the angel. Great barbed hooks were then used to stretch out the once glowing skin and his features were distorted by vile powers. Many of the followers of Inarius were given as gifts to [[Baal]] and [[Diablo]], but the rest were molded to match the bloated image of the now crippled angel. To this day, Inarius is said to be trapped in [[Burning Hells|Hell]] within a chamber of mirrors, his eyelids torn from his face as he is forced to gaze upon his misshapen form for all eternity. His misguided followers now serve as Hell’s taskmasters, taking the anguish of their lost glory out upon the bodies of others.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 53)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These grotesque demons have considerable brawn hidden beneath their layers of greasy flab. Do not underestimate their strength or their intelligence for crossing swords with them is ill advised. You will be far better served to combat them with [[ranged]] weapons or [[magic]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Magma Demons ''(Dominus Ardor)''====&lt;br /&gt;
During the [[Great Conflict]] tremendous battles were fought in both the [[High Heavens]] and the [[Burning Hells]]. Both sides often carried the conflict deep within the realms of their enemies. During one epic battle into the very heart of [[Mephisto]]'s fiery lair, a group of brave [[Seraphim]] warriors fronted an assault against the Lord of Hatred himself. One of these angelic soldiers made a bold attack and struck a fierce blow that caused the foul blood of Mephisto to rain upon the ground. Each drop that fell seared through the crust of Hell itself and formed powerful [[demon]]s shaped from molten rock. These demons quickly rose to the aid of their master, and drove back the forces of Light by striking them with thrown masses of lava that seared both flesh and bone with the intensity of the Burning Hells. The losses dealt by these Magma Demons were tremendous.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 54)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Baal, Lord of Destruction ''(Excidium)''===&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''“O Rose thou art sick''&amp;lt;br /&amp;gt;&lt;br /&gt;
''the invisible worm''&amp;lt;br /&amp;gt;&lt;br /&gt;
''that flies in the night''&amp;lt;br /&amp;gt;&lt;br /&gt;
''in the howling storm:''&amp;lt;br /&amp;gt;&lt;br /&gt;
''has found out thy bed''&amp;lt;br /&amp;gt;&lt;br /&gt;
''of crimson joy:''&amp;lt;br /&amp;gt;&lt;br /&gt;
''and his dark secret love''&amp;lt;br /&amp;gt;&lt;br /&gt;
''does thy life destroy.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;&lt;br /&gt;
''-[http://en.wikipedia.org/wiki/William_Blake William Blake]''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
The soldiers of [[Baal]] seek the undoing of the universe. They strive for ultimate disorder and destruction, and to this end covet the destruction of all they behold. Order is an abhorrence to them and these creatures are the manifestation of the forces of chaos.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fallen Ones ''(Nanus Improbus)''====&lt;br /&gt;
Swarms of these [[Fallen|impish terrors]] have been known to come out of the night and tear apart a sleeping village in minutes. Small of stature and simian in appearance, these creatures possess surprising strength and unnatural agility. Other than killing, the only act which gives them pleasure is breeding, so&lt;br /&gt;
expect to encounter them in large packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The small size of these devils does fill them with cowardice, however, and this fear can be used against them. They prefer to attack under the guise of darkness and in large numbers whenever possible. If they are shown great strength, preferably by killing one of their kind, they will retreat and regroup. Do not turn your back on them, though, for their appetite for destruction will eventually overcome their caution and they will attempt to strike again.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 55)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Goat Men ''(Aries Vehemens)''====&lt;br /&gt;
The lieutenants of [[Baal]] are bred for strength, endurance, and cunning. These demons constantly train themselves in the art of war, for battle is their bread and the blood of innocents, their water. There are several known “clans” of [[Goatmen|Goat Men]], each given a different gift from their [[Baal|Dark Master]]. It is believed that to earn their powers they once held mock wars in [[Burning Hells|Hell]] for the entertainment of the Three Brothers. Do not expect them to fight amongst themselves on the [[mortal realm]], however, for they much prefer to slaughter the innocent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like most of Baal's spawn, the bestial Aries are incredibly strong and agile. Be especially wary of their archers, for they are renowned for the accuracy and power of their great bows. Fleet of foot, they may try to evade an unwary foe and then attack from a different angle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spitting Terrors ''(Bestia Acerbus)''====&lt;br /&gt;
After an especially violent battle, [[Baal]] enjoyed celebrating with his [[Prime Evils|Brothers]] by holding a disgusting feast of blood, human flesh, and other Hellish delights. The Bestia Acerbus are the descendants of doglike creatures that lived by feeding upon the remains of Baal's nightmarish feasts. The variety of vile substances that the creatures consumed, along with their close proximity to the Lord of Destruction, twisted and warped the viscera of these Hounds of Hell. This diabolic species is capable of spitting up a variety of caustic fluids and projecting them a considerable distance. Packs of these terrors are especially devastating, as their bile has been known to eat through the strongest of armor and poison the most hearty men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great care must be taken when within the lair of these Bestia. Their venom retains its potency for a considerable amount of time and puddles of it may be found everywhere. When killed, the beast's inner toxins eat through the now-dead flesh, leaving a dangerous trap for those foolish enough to tread upon the corpse.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 56)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Horned Demons ''(Impetum Cornuta)''====&lt;br /&gt;
{|align=&amp;quot;right&amp;quot; style=&amp;quot;clear:right;&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
''“Strange and strident. It''&amp;lt;br /&amp;gt;&lt;br /&gt;
''shrilled terror to the ears that''&amp;lt;br /&amp;gt;&lt;br /&gt;
''heard it through the hall’s side''&amp;lt;br /&amp;gt;&lt;br /&gt;
''wall, the grisly plaint of God’s''&amp;lt;br /&amp;gt;&lt;br /&gt;
''enemy, his song of ill success, the''&amp;lt;br /&amp;gt;&lt;br /&gt;
''sobs of the damned one''&amp;lt;br /&amp;gt;&lt;br /&gt;
''bewailing his pain.”''&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;text-align: right;&amp;quot;&amp;gt;&lt;br /&gt;
''-[http://en.wikipedia.org/wiki/Beowulf Beowulf]''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Used as living siege engines, there are numerous accounts of these juggernauts smashing into the lines of the [[Seraphim]] and leaving only death and ruin in their wake. The skull and the single large horn in the snout of the demon are unnaturally durable. The Horned Demons prefer to wait until a clear path is available and then they charge towards their victims at incredible speeds. Be wary of this initial charge! It is far better to deal with these creatures in [[melee|close quarters]] or with [[magic]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Diablo, Lord of Terror ''(Metus)''===&lt;br /&gt;
Using illusion and fear as their greatest weapons, the attendants to [[Diablo]] are formidable adversaries. They prefer to wait for their opponent to display a moment of weakness before they attack. Equally dangerous in the dark or in your dreams, they are the fears of man made flesh by Diablo's will. These nightmares lurk at the edges of mortal perception from the moment that you take your first breath - and they long to be with you when your take your last.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 57)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Winged Fiends ''(Alae Nefastus)''====&lt;br /&gt;
Some people are so hungry for power and knowledge that they are willing to sacrifice their humanity to the [[Great Evils|Lords of Hell]] in exchange for gifts that inevitably turn against them. One such group, a dark cabal of wizards, decided to take the power of creation into their own hands and magically created a race of creatures to act as servants and messengers. Using infernal abilities granted to them through their arcane pact, they formed small bat-winged imps that they believed would prove useful in carrying out deeds that were too trivial for their own efforts. Each of the [[sorcerer]]s created an entity that reflected his magical specialization. The creatures thus created were small, nimble and possessed an unnatural cunning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At first the corrupt sorcerers were overjoyed at the success of their experiment, but they soon began to notice that the Alae did not serve them as loyally as they had hoped. The creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. The sorcerers tried to destroy their creations, but the fiends banded together to combat them. The Winged Fiends had been secretly breeding outside of the sorcerer's domains, and swarms of them attacked, killing their former masters. To this day, the descendants of these creations terrorize the countryside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do not underestimate these foul demons. They are physically weak, but posses great speed. Many of them possess unearthly abilities reflecting the powers of their creators and they also enjoy using their razor sharp claws and hooked wings to tear the flesh from the faces of their victims.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Scavengers ''(Maleficus Vorax)''====&lt;br /&gt;
Maleficus Vorax are the smallest of a related group of [[demon]]ic creatures that feed upon carrion, mostly the remains of victims killed by their larger cousins. Unlike most scavengers, however, they are extremely aggressive and will not hesitate to attack anyone hapless enough to encounter them. They have powerful legs which they use for swift springing attacks, striking at vulnerable faces and throats. Their primary weakness is their voracious appetite; the smell of death may drive them into a feeding frenzy where they will stop their attacks to feast upon remains that are nearby.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 58)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Hidden ''(Metus Occultus)''====&lt;br /&gt;
The Hidden are the bogeymen that haunt our dreams and live in the nightmares of children. Although they dwell at the edge of the [[Physical realm|Physical]] and [[Ethereal realm|Ethereal Realms]] where they remain unseen by mortal sight, they can quickly manifest and strike those that appear vulnerable. Metus Occultus and others of their ilk feed on the essence of fear. When wounded, they will seek to retreat back into the Ether to heal themselves. It is important to note that even while invisible the creature exists partially on the Physical Realm, and can be affected by [[spell]]s and weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gargoyle ''(Signum Vitiosum)''====&lt;br /&gt;
In ages past, it was customary to decorate buildings with stone statues of demons that were enchanted to serve as guardians and protectors of those within. The misshapen figures of the statues were designed to taunt and anger any demons that attempted to gain entrance. [[]Diabl]o worked to unlock the wards that protected these granite images, and eventually was able to gift them with a Hadean life. The Gargoyles arose from their captive sleep and swooped down to prey upon those whom they were created to protect. Naturally, the remaining statues were immediately destroyed, but there are Signum that escaped and continue to terrorize the innocent to this day.&lt;br /&gt;
&lt;br /&gt;
The act of transforming from flesh to stone allows the creature to heal any wounds that it has suffered, so it is best to either avoid these demons entirely or to hunt them down until they are dead. Do not allow them to flee, for they will soon return in full force.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Librarius Ex Horadrim - Book One==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 61)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===OF HEAVEN AND HELL===&lt;br /&gt;
&lt;br /&gt;
====The Great Conflict====&lt;br /&gt;
Since the [[Beginning]], the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: [[Great Conflict|The Great Conflict]], whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the [[demon]]ic denizens of the [[Burning Hells]] hold that absolute [[chaos]] is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the [[Crystal Arch]] at the very heart of the High Heavens to the arcane [[Hellforge]] of the [[Underworld]], the warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel|Arch-Angel]] [[Tyrael]] and bearer of the [[Angelic Runeblade]] [[Azurewrath]]. He once led a fierce attack upon the Hellforge as the creation of the dark [[demonblade]] [[Shadowfang]] was nearing completion. His quest was to destroy both wielder and weapon - a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so long as their hated enemies dwell within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 62)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the&lt;br /&gt;
ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side [[Man]] would eventually turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the [[nether]]-realms descended to the [[mortal realm]] to vie for the favor of Man...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Sin War====&lt;br /&gt;
The coming of the [[Great Conflict]] to the [[mortal realm]] is known as the [[Sin War]]. [[Angel]]s and [[Demon]]s, disguising themselves while traveling amongst men, attempted to secretly lure [[mortal]]s to their respective causes. Over time, the forces of [[Darkness]] discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize [[Man]] into submission. The Angels fought to defend humanity against this demonic oppression, but all too often their austere methods and severe punishments succeeded only in alienating those whom they sought to protect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The violent battles of the Sin War occurred often, but they were seldom witnessed by the prying eyes of Man. Only a few &amp;quot;enlightened&amp;quot; souls were aware of the supernatural beings that walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the challenge of the Sin War, allying themselves with both sides in the Great Conflict. The legendary deeds of these great mortal warriors served to earn both the respect and hatred of the netherworlds. Although lesser demons kneeled before those possessing power and strength, they also cursed the very existence of mortal man. Many of these fiends believed that the deadlock brought about by the emergence of Man was a perverse offense to their “higher” role in the great scheme of things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Burning Hells|Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]] ,were members of the Eastern [[mage clan|mageclan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations. Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his [[Arcane Sanctuary|arcane sanctuary]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 63)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bartuc, the brother of Horazon, was eventually lured to the side of [[Darkness]]. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was renowned amongst the warriors of many realms, his dominance in battle came with a terrible price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he came to be known only as the Warlord of Blood.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Dark Exile====&lt;br /&gt;
“Seven is the number of the powers of Hell, and Seven is the number of&lt;br /&gt;
the [[Great Evils]].”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the Great Evils. For ages uncounted each have ruled over their own domains within the [[Burning Hells]], seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The Lesser Four used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt; [[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the [[Prime Evils]] of Hell that wielded their power as a dark, sovereign triumvirate. The [[Three Brothers]] ruled over the Lesser Four by brutal force and malicious cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for countless victories against the armies of the [[Light]]. Although they never held sway over the [[High Heavens]] for long, the Three were justly feared by enemies and subjects alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 64)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the ascension of [[Man]] and the subsequent standstill of the [[Great Conflict]], the Three Brothers began to devote their energies to the perversion of mortal souls. The Three realized that Man was the key to victory in the war against Heaven, and thus altered their rigid agendum that they had propagated since the [[Beginning]]. This change caused many of the Lesser Evils to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In their ignorance, the Lesser Evils began to believe that the Three were afraid to continue the war with Heaven. Frustrated by the cessation of the war, [[Azmodan]] and [[Belial]] saw the situation as their chance to overthrow the Prime Evils and take control of Hell for themselves. The two demon lords made a pact with their minor brethren, assuring them that the wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan and Belial devised a plan to end the stalemate, achieve victory in the Sin War and ultimately ride the bloody crest of the [[Great Conflict]] straight into the very arms of [[Armageddon]]. Thus, a great revolution was set into motion as all of Hell went to war against the Three Brothers...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the [[Underworld]], and to their credit, annihilated a third of Hell’s treacherous legions. In the end, however, they were overcome by the [[Horned Death]] led by the traitors Azmodan and Belial. The [[Prime Evils]], weakened and bodiless, were banished to the mortal realm where Azmodan hoped that they would remain trapped forever. Azmodan believed that with the Three set loose upon humanity, the [[Angel]]s would be forced to turn their focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned and defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the warfires died out upon the battlefields of Hell, Azmodan and Belial began to argue over which of them held the higher authority. The pact that they had made quickly fell to ashes as the two demon lords took up arms against each other. The legions of Hell that remained were polarized behind either warlord, launching themselves into a bloody civil war that has lasted to this day...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Binding of the Three====&lt;br /&gt;
In the ancient days, before the rise of the [[Western Kingdoms|Western Empires]], the dark and terrible entities known as the [[Prime Evils|Three Evils]] were exiled to the world of [[Man]]. These eternal entities wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition in their wake. The Evils turned father against son and prompted many great nations into brutal and petty wars. Their Exile from [[Burning Hells|Hell]] left them with an insatiable hunger to bring suffering and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of the Far East for countless centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 66)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]]. These [[sorcerer]]s were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous [[mage clan|mage-clans]] of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstone]]s. [[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate [[Aranoch|Eastern Sands]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous peace began to settle over the land. Yet, for many decades the Horadrim continued their grim search for the third Brother, [[Diablo]]. They knew that if the Lord of Terror was left untamed there could never be any lasting&lt;br /&gt;
peace within the realm of humanity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Horadrim followed in the wake of terror and anarchy that spread throughout the Western lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by the [[Initiate]] [[Jered Cain]]. These monks carried the cursed stone to the land of [[Khanduras]] and buried it within a secluded cave near the river [[Talsande]]. Above this cave the Horadrim constructed a great [[Tristram Cathedral|Monastery]] from which they could continue to safeguard the Soulstone. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generations passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no quests left to undertake, and too few sons to sustain their guardianship, the once powerful Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins as well. Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have&lt;br /&gt;
dreamed of the burning red gem that pulsed within the labyrinth's heart...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Librarius Ex Horadrim - Book Two==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 69)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===THE RETURN OF TERROR===&lt;br /&gt;
&lt;br /&gt;
====The Lands of Khanduras====&lt;br /&gt;
Years after the last of the [[Horadrim]] had died, a great and prosperous society grew in the lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding [[Khanduras]] and soon established small, self contained kingdoms. A few of these kingdoms bickered with Khanduras over holdings of property or routes of trade. These quabbles did little to upset the lasting peace of the West, and the great Northern kingdom of [[Westmarch]] proved to be a strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During this time, a bold, new religion of the [[Light]] known as [[Zakarum]] began to spread throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum, founded in the Far East, implored followers to enter into the Light and forsake the [[darkness]] that lurked within their souls. The people of Westmarch adopted the statutes of Zakarum as their sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to embrace this “[[New Beginning]]” as well. Tensions rose between the kingdoms of Westmarch and Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were welcomed or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was then that the great northern lord [[Leoric]] came unto the lands of Khanduras and, in the name of Zakarum, declared himself King. Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his [[Order of the Light]]. Leoric and his trusted advisor, the [[Archbishop|Arch Bishop]] [[Lazarus]], made their way to the city of [[Tristram]]. Leoric appropriated the ancient, decrepit [[Tristram Cathedral|Monastery]] on the outskirts of the town for his seat of power and renovated it to match its time-lost glory. Although the free people of Khanduras were not pleased with being placed under the sudden rule of a foreign King, Leoric served them with justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing that he sought only to guide and protect them against the oppression of Darkness.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Awakening====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 70)&amp;lt;/div&amp;gt;&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath [[Tristram Cathedral|the Monastery]]. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Archbishop|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals. His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of [[Man]]. Although he was released from his imprisonment within the Soulstone, the Lord of Terror was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his Priests, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric’s being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the Demon, keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the Order of Light, hoping that the demon’s power would grow, well concealed amongst the servants of&lt;br /&gt;
[[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the [[Knights of the Order of Light]] and honored Champion of Zakarum, tried to discern the nature of his King’s deteriorating spirit. Yet at every turn the Arch-Bishop Lazarus would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 71)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Leoric's madness was growing more obvious with each passing day. Sensing that the advisors of the court were becoming increasingly suspicious of foul treachery, [[Lazarus]] desperately sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional Leoric that the kingdom of [[Westmarch]] was plotting against him, secretly planning to dethrone him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between the kingdoms of Khanduras and Westmarch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leoric ignored the warnings and admonishments of his advisors and the royal army of Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan argued the against the necessity of the coming conflict, he was honor-bound to uphold the will of his King. Many of the high-priests and officials were forced to travel to the North as emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had succeeded in sending many of the King’s&lt;br /&gt;
more ‘troublesome’ advisors to their certain deaths…&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Darkening of Tristram====&lt;br /&gt;
The absence of prying advisors and inquisitive [[Priest]]s left [[Diablo]] free to assume total control over the King’s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of [[Leoric]] fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King’s soul was left corrupted and his mind crazed. Diablo began to search throughout [[Khanduras]] for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, [[Lazarus]] kidnapped [[Albrecht]] - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy’s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child’s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht’s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 72)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ‘monsters’ that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht’s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Tristram Cathedral|ancient catacombs]] of the [[Horadrim]] had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The [[Burning Hell]] began to seep into the world of [[Man]] and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The body of Albrecht, fully possessed by Diablo, began to distort and change. The small boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched horns erupted from Albrecht’s skull as Diablo altered the form of the child to match that of his demonic body. Deep within the recesses of the labyrinth, a growing power was&lt;br /&gt;
being harnessed. When the moment was right, Diablo would venture once more into the mortal world and free his captive Brothers [[Mephisto]] and [[Baal]]. The [[Prime Evils]] would be reunited, and together they would reclaim their rightful place in Hell.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Fall of the Black King====&lt;br /&gt;
The war against the zealous armies of [[Westmarch]] ended with a horrible slaughter. With the army of [[Khanduras]] ripped to shreds by the superior numbers and defensive positions of Westmarch, [[Lachdanan]] quickly gathered together those who were not captured or killed and ordered a retreat back to the safety of Khanduras. They returned to find the town of [[Tristram]] in shambles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 73)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
King [[Leoric]], deep within the throes of madness, went into a rage when he learned that his son was missing. After scouring the village with the few guards that remained with him at the monastery, Leoric had decided that the townsfolk had abducted his son and hidden him somewhere. Although the townsfolk denied any knowledge of Prince [[Albrecht]]'s whereabouts, Leoric insisted that they had crafted a conspiracy against him, and that they would pay the price for such treachery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mysterious disappearance of the [[Archbishop|Arch-Bishop]] [[Lazarus]] left no one in Tristram with whom the King would take council. Overcome by grief and dementia, Leoric had many of the townsfolk executed for the crime of high treason.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As [[Lachdanan]] and his fellow survivors returned to confront their King, Leoric sent his few remaining guards against them. Believing that Lachdanan was somehow part of the townsfolk's conspiracy, Leoric decreed that he and his party were to die. Lachdanan, finally realizing that Leoric was beyond salvation, ordered his men to defend themselves. The ensuing battle carried them down into the very halls of the darkened Monastery, bringing a final desecration to the once holy sanctum of the [[Horadrim]]. Lachdanan won a bittersweet victory as his men were forced to kill all of Leoric's deceived protectors. They cornered the ravenous King within his own sanctuary and begged him to explain the atrocities he had committed. Leoric only spat at them and cursed them for traitors against both his crown and the Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lachdanan walked slowly towards his King and sorrowfully drew his sword. Full of grief and rage, all honor having been cast to the winds, Lachdanan ran his blade through Leoric's shriveled, blackened heart. The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of [[Darkness]] that he had spent his entire life combating, Leoric condemned Lachdanan and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of Khanduras was shattered forever.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====The Reign of Diablo====&lt;br /&gt;
The [[Leoric|Black King]] lay dead, slain at the hands of his own [[Priest]]s and [[Knight]]s. The young Prince [[Albrecht]] was still missing, and the proud defenders of [[Khanduras]] were no more. The people of [[Tristram]] looked about their lifeless town and were greatly dismayed. Awash in feelings of both relief and remorse, they soon realized that their troubles had merely begun. Strange, eerie lights appeared in the darkened windows of the [[Tristram Cathedral|Monastery]]. Misshapen, leathery-skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy site…&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 74)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding Tristram were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted&lt;br /&gt;
in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[Archbishop|Arch-Bishop]] [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, Lazarus whipped the townspeople into a frenzied mob. Reminding them that Prince Albrecht was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery&lt;br /&gt;
maw of [[Burning Hells|Hell]] itself...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to Tristram and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of [[Pepin|the healer]] could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching...&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Nature of the Soulstones==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 77)&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;'''by [[Jered Cain]] of the [[Horadrim]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was long ago that the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]] bestowed upon us the secrets of the mysterious [[Soulstone]]s. Tyrael bequested upon [[Horadrim|our Order]] three of these Stones so we could contain the vile essences of the [[Prime Evils|Three Prime Evils]] who had been let loose upon our world. Although the artifacts were constructed in realms far removed from our own, we found that they were simple to understand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Soulstones effect only beings that are [[non-corporeal]] and thus have no power over living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual” vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recesses of the Soulstone and are forever trapped within. These spirits are released only when the Soulstone is deactivated or destroyed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The power of the Soulstones proved to be much more difficult to employ when used against the great Prime Evils. Voraciously disposed to possessing hapless mortals, the Three Brothers found that they were immune to the effects of the Stones while occupying human souls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils so that their [[demon]]ic essences could be subject to the effects of the Soulstones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Diablo]], once found, were easily lured into the Soulstones. The capture of their brother [[Baal]], however, became complicated when the Soulstone that was to be his eternal prison was shattered and fragmented. We found that while the shards still held the power to lure the demon to them, they could not properly contain it. [[Tal Rasha]], a fellow [[Initiate]] who has been since immortalized in [[Horadrim]] lore, theorized that a mortal of strong will might be able to contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortal so chosen would be forever tortured while locked in eternal conflict with the enthralled demon. To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself the essence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and buried deep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned for many years now, and although the demon was imprisoned without the use a whole Soulstone, we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would have the formidable powers of Baal added to his own. By ridding the world of this present Evil, we may have created a nightmare worse than that which we first sought to contain...&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 78)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
'''Game Design'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Blizzard North&lt;br /&gt;
&lt;br /&gt;
'''Senior Designers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Erich Schaefer&amp;lt;br /&amp;gt;&lt;br /&gt;
David Brevik&lt;br /&gt;
&lt;br /&gt;
'''Additional Design'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Max Schaefer. Eric Sexton, Kenneth Williams&lt;br /&gt;
&lt;br /&gt;
'''Lead Programmer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
David Brevik, Dave Lawrence&lt;br /&gt;
&lt;br /&gt;
'''Senior Programming'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Richard Seis, Doron Gartner,  Mike O’Brien, Pat Wyatt&lt;br /&gt;
&lt;br /&gt;
'''Programming'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Peter Brevik, Robin van der Wel, Jon Morin, Collin Murray, Frank Pearce,  Brian Fitzgerald, Tony Tribelli, Brian Bishop&lt;br /&gt;
&lt;br /&gt;
'''Installer Programming'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bob Fitch, Pat Wyatt, Jeff Strain&lt;br /&gt;
&lt;br /&gt;
'''Battle.net Programming'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Mike O’Brien, Mike Morhaime, Dan Liebgold&lt;br /&gt;
&lt;br /&gt;
'''Art Directors'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Erich Schaefer, Samwise Didier&lt;br /&gt;
&lt;br /&gt;
'''Artwork'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Michio Okamura, Eric Sexton, Ben Haas, Patrick Tougas, Kelly Johnson, Eric Schaefer, Max Schaefer,  Hugh Tom Byrne, Roman Kenney, Samwise Didier, Dave Berggren, Micky Neilson, Eric Flannum, Justin Thavirat, Brian Sousa, Stu Rose, Nick Carpenter, Joeyray Hall&lt;br /&gt;
&lt;br /&gt;
'''Technical Artwork'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Christopher Root, Mark Sutherland, Robert Djordjevich, Jeffrey Vaughn&lt;br /&gt;
&lt;br /&gt;
'''Cinematic Art Directors'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Duane Stinnett, Matt Samia &lt;br /&gt;
&lt;br /&gt;
'''3D Cinematic Artwork'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Duane Stinnett, Matt Samia, Rob McNaughton, Eric Flannum, Dave Pursley, Micky Neilson, Maxx Marshall, Trevor Jacobs, Brian Sousa, Samwise Didier, Ron Smorynski, Ben Haas, Patrick Tougas&lt;br /&gt;
&lt;br /&gt;
'''Cinematic Technical Artwork'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Joeyray Hall&lt;br /&gt;
|&lt;br /&gt;
'''Executive Producer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Allen Adham&lt;br /&gt;
&lt;br /&gt;
'''Producer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bill Roper, Shane Dabiri&lt;br /&gt;
&lt;br /&gt;
'''Associate Producer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
James Phinney, Brian Love&lt;br /&gt;
&lt;br /&gt;
'''Diablo Strike Team'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Allen Adham, Ron Millar, Mike O’Brien, James Phinney, Bill Roper, Pat Wyatt&lt;br /&gt;
&lt;br /&gt;
'''Music'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Matt Uelmen&lt;br /&gt;
&lt;br /&gt;
'''Sound Design'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Matt Uelmen, Glenn Stafford&lt;br /&gt;
&lt;br /&gt;
'''Cinematic Music &amp;amp; Sound'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Glenn Stafford&lt;br /&gt;
&lt;br /&gt;
'''Voice Production, Direction &amp;amp; Casting'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Mark Schwarz, Glenn Stafford, Bill Roper&lt;br /&gt;
&lt;br /&gt;
'''Script &amp;amp; Story'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Eric Schaefer, Eric Sexton, Chris Metzen, Bill Roper&lt;br /&gt;
&lt;br /&gt;
'''Voice Editing'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Glenn Stafford&lt;br /&gt;
&lt;br /&gt;
'''Voices'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Michael Haley, Glynnis Talken, Michael Gough, Paul Eiding, Lani Minella, Steve Brodie, Bill Roper, Mark Schwarz, Glenn Stafford, Chris Metzen, Max Schaefer&lt;br /&gt;
&lt;br /&gt;
'''Recording Engineer'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Robert Koenigsberg&lt;br /&gt;
&lt;br /&gt;
'''Manual Design &amp;amp; Layout'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Peter Underwood, Jeffrey Vaughn, Chris Metzen, Bill Roper&lt;br /&gt;
&lt;br /&gt;
'''Manual Artwork'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Samwise Didier, Chris Metzen, Roman Kenney, Maxx Marshall&lt;br /&gt;
&lt;br /&gt;
'''Provisional Director of QA'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Shane Dabiri, Mike Brannigan&lt;br /&gt;
&lt;br /&gt;
'''Lead Tester'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Shane Dabiri, Dean Shipley&lt;br /&gt;
&lt;br /&gt;
'''QA Assault Team (Testers)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Christopher Cross, Mike Givens, Dave Hale, Brian “Doc” Love, Hung Nguyen, Dean Shipley, Chris Sigaty, Ian Welke, Jamie Wiggs, Dan Moore, Matthew Morris, Frank Gilson, Nick Santucci, Derek Simmons, Phillip Stuart&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;&amp;quot;&amp;gt;(Page 79)&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%&amp;quot;|&lt;br /&gt;
'''QA Special Ops Team (Compatibility)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Adam Maxwell, Russell “Rug” Miller, Ken Hagler&lt;br /&gt;
&lt;br /&gt;
'''QA Artillery Support (Additional Testers)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Rich Alcazar, Mike Jones, Rev. Dan Moore, Matt Morris, Mark Pfeiffer, Harish “Pepe the Enforcer” Rao&lt;br /&gt;
&lt;br /&gt;
'''QA Counterintelligence'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alan Dabiri, Jesse McReynolds, Walter Takata&lt;br /&gt;
&lt;br /&gt;
'''Order of Network Information Services'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Robert Bridenbecker, Jason “Brother Shaggy” Schmit, Jamie “Brother Gug” Steigerwald&lt;br /&gt;
&lt;br /&gt;
'''Customer Support'''&amp;lt;br /&amp;gt;&lt;br /&gt;
John Schwartz, Vic Larson, Chad Chaudry,&lt;br /&gt;
Mick Yanko, Brandon Riseling, Kirk Mahony, Tony Hardy, Richard Amtower, Collin Smith, Andrew Edwards, Roger Eberhart&lt;br /&gt;
&lt;br /&gt;
'''Dunsel'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Alan Dabiri&lt;br /&gt;
&lt;br /&gt;
'''Mr. Dabiri’s Background Vocalists'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Karin Colenzo, Christina Cade, Kim Farrington, Melissa Edwards&lt;br /&gt;
&lt;br /&gt;
'''Public Relations'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Linda Duttenhaver&amp;lt;br /&amp;gt;&lt;br /&gt;
Susan Wooley&lt;br /&gt;
&lt;br /&gt;
'''Marketing'''&amp;lt;br /&amp;gt;&lt;br /&gt;
John Patrick, Steve Huot, Neal Hubbard, Kathy Carter&lt;br /&gt;
&lt;br /&gt;
'''International Sales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Ralph Becker, Chris Yoshimura&lt;br /&gt;
&lt;br /&gt;
'''U.S. Sales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Todd Coyle, Danny Kearns&lt;br /&gt;
&lt;br /&gt;
'''Manufacturing'''&amp;lt;br /&amp;gt;&lt;br /&gt;
John Goodman, Tom Bryan&lt;br /&gt;
&lt;br /&gt;
'''Legal &amp;amp; Business'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Paula Duffy, Eric Roeder, Paul Sams&lt;br /&gt;
&lt;br /&gt;
'''Special Thanks To'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Prime Net, Earthlink, AOL, Compuserve, ATI, Matrox, STB, Creative Labs, Logitech, USRobotics, Gravis&lt;br /&gt;
|&lt;br /&gt;
'''Thanks To:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Steig Hedlund, Matt Householder, Ian Colquhoun, Rod Shean, Brian Fitzgerald, Sharon Williams, Todd Schaffer, Richard and Sandra Schaefer, Rick Bowles, Greg Bogden, Cindy Sievert, Brad Mason, Chuck Goldman, Karin Colenzo, Wendy Brevik, Jennie Brevik, Hanna Carroll, Katie Newell, Karen Weiss, Kurt Beaver, Stan McDonald, Brian Sexton, Michael Wan, Megan Williams, Jessica Gensley, Beth Ann Parks, Brian Piltin, Johnathan Root, Brett Supernaw, Sabeer Bhatia, Mark Rearick, Brad Mason, Diane Kodama, Bernadette Sexton, Barbara Uhlmann, Patricia McDonald, Kris Kelley, Alissa Vaage, Denise Hernandez, Paula White, Rachel Marie Hawley, Laura Gaber, Isaac Matarasso, Susan Stafford, Gretchen Witte, Alan Dabiri, Walter Takata, Jason Sailor, Nathalie Didier, Nicole Welke, Dawn Caddel, Tracey McNaughton, Ray the Soda Guy, Sam Raimi, A. Guinness Brewing Co., John Woo, Chow Yun Fat, Jackie Chan, Proposition 215, Rumiko Takahashi, Bunchy &amp;amp; Mason, The Friends of Stan, The Zoo Crew, Team Hamro, Brazil 2001, RUSH, Cornholio, THE BROS., Dar, Emeril Lagasse, Tom Waits, Ice-Cube, The Strike Team Deflectors, Tony Levin, Big Jim and the Twins, Jag‘rmeister, The Megasphere, Condor, The Allower, The Sunday Night Group, Gravitar, Steinway Pianos, Round Table Pizza, The Poxy Boggards, Urban Mystic &amp;amp; Co., Caffeine, Hunter Rose, Marly mediums in the box, sweet Poteen, Dave Scarpitti, The Byter, Bim Man, Krissann for color, Avalon Tattoo, James, Whaleboy, Dunsel Training Institute, monkeys, Dob Bole, Rootes Group, Porshe, Bongo, Scarlett, Apollo. The House of Mediocrity, Amelias, The King, Saag and All the folks at Davidson&lt;br /&gt;
&lt;br /&gt;
'''In memory of'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Lawrence and Barbara Williams&amp;lt;br /&amp;gt;&lt;br /&gt;
David A. Hargrave&amp;lt;br /&amp;gt;&lt;br /&gt;
Tony “Xatre” Collin&amp;lt;br /&amp;gt;&lt;br /&gt;
Thomas H Sexton&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center; font-size:120%;&amp;quot;&amp;gt;&lt;br /&gt;
'''''Very Special Thanks to'''''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Bob and Jan Davidson'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walter Forbes'''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
* [http://ftp.blizzard.com/pub/misc/Diablo.PDF  Diablo Manual]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Book navbox|related}}&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Binding_Stone&amp;diff=37217</id>
		<title>Binding Stone</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Binding_Stone&amp;diff=37217"/>
				<updated>2011-09-20T06:26:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Binding Stone''' is a magically infused stone used to hold something. Only one is known to have been made in the history of [[Sanctuary]], and that's the Binding Stone that [[Tyrael]] helped the [[Horadrim]] to make, which held [[Tal Rasha]] in place for decades, imprisoning [[Baal]] within his own soul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Background==&lt;br /&gt;
[[File:Binding_Stone.png|thumb|right|350px|The Binding Stone with [[Tyrael]] next to it.]]&lt;br /&gt;
:''Main article: [[Tal Rasha]]''&lt;br /&gt;
The Binding Stone was made by the [[Horadrim]] and inscribed with magical runes indecipherable by mortal men after [[Baal]] was defeated. The mage [[Tal Rasha]] was bound to it with magical chains and had the [[Soulstone]] of Baal thrust inside his flesh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The chains and stone held for many centuries until the dark [[Wanderer]] came and freed his brother with the help of [[Marius]]. If the Binding Stone is still located in the [[Tomb of Tal Rasha]] is unknown.&lt;br /&gt;
&lt;br /&gt;
==About Binding Stone(s)==&lt;br /&gt;
A Binding Stone is either just a magical stone to keep something or someone in place, or could possibly even be a makeshift [[Soulstone]] created with the limited materials available on the mortal plane. It's clear it can bind other things than [[Prime Evils]], however, as [[Tyrael]] was bound to it by [[Baal]] and the [[Wanderer]] after he failed to stop the demon being freed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If they can be corrupted like Soulstones is unknown, and if it's even possible to move it or permanently destroy it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most details of ''The'' Binding Stone, or Binding Stones ''in general'' are unknown to us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Artefacts]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Tyrael_dialogue&amp;diff=37216</id>
		<title>Tyrael dialogue</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Tyrael_dialogue&amp;diff=37216"/>
				<updated>2011-09-20T06:23:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* Act Five Dialogues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Were you looking for '''[[Tyrael]]?'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Tyrael dialogues''' are kept here for reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo III==&lt;br /&gt;
There are currently no known dialogues for [[Tyrael]] in [[Diablo III]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo II==&lt;br /&gt;
Dialogues from [[Diablo II]].&lt;br /&gt;
&lt;br /&gt;
===Diablo II Act II Dialogues===&lt;br /&gt;
[[Tyrael]] appears at the very end of the act, after a player has defeated [[Duriel]], and gives the following message:&lt;br /&gt;
&lt;br /&gt;
::''I thank you, mortal, for my freedom. But I did expect you earlier. I am the [[Archangel]] Tyrael. I came here to prevent [[Diablo]] from freeing his brother, [[Baal]]. But I have failed. Now, Terror and Destruction roam free throughout your world. Even now, they head towards the Eastern capital of [[Kurast]] - to the very heart of the [[Zakarum|Zakarum Temple]]. There they hope to find their eldest brother, [[Mephisto]], the Lord of Hatred who was imprisoned there ages ago. If the three [[Prime Evils]] unite, they will be invincible.&lt;br /&gt;
&lt;br /&gt;
::''Though it is unclear as to what their aims are, it is certain that they must be stopped at all costs. I am broken and the energies that tie me to this world are diminishing rapidly. You must take up this quest and prevent the Three Brothers from reuniting. You must cross the sea and search for Diablo and Baal in Kurast.&lt;br /&gt;
&lt;br /&gt;
::''Now hurry, mortal... Time is running out for all of us! ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diablo II Act IV Dialogues===&lt;br /&gt;
[[Tyrael]] is a permanent resident of the [[Pandemonium Fortress]], standing by the unlit fireplace the entire time a player is in Act IV. Tyrael gives out [[quest]]s and quest rewards, and opens a red portal to [[Harrogath]] after players defeat Diablo in the expansion pack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
::''It is good to see you again, hero.''&lt;br /&gt;
&lt;br /&gt;
::''[[Mephisto]]'s defeat is a great victory for the [[Light]]. I knew that you would eventually find your way here. The [[Pandemonium Fortress]] is the last bastion of [[High Heavens|Heaven]]'s power before the Gates of the [[Burning Hells]].''&lt;br /&gt;
&lt;br /&gt;
::''This place has been hallowed by the blood of thousands of champions of the Light, many of whom were mortal, like yourself. Now the final battle against the [[Prime Evils]] draws near . . . and you must face it alone.''&lt;br /&gt;
&lt;br /&gt;
::''I have been forbidden to aid you directly, save for a few bits of wisdom. For this is the hour of mortal Man's triumph . . . your triumph.''&lt;br /&gt;
&lt;br /&gt;
::''May the Light protect you and the powers of Heaven shine upon your path.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gossip====&lt;br /&gt;
::''Long ago, I swore an oath to watch over the [[Horadrim]] and their descendants. As [[Deckard Cain]] is the last of their esteemed Order, I will not allow him to perish here so far from the lands of his birth. Be at ease, hero, I know that he is your friend. He shall come to no harm.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Fallen Angel====&lt;br /&gt;
::''There is a dark, tortured soul who was trapped within this forsaken realm long ago. He was called [[Izual]] by mortal men, and in ages past he was my most trusted Lieutenant.''&lt;br /&gt;
&lt;br /&gt;
::''Yet, against my wishes he led an ill-fated assault upon the fiery [[Hellforge]], itself.''&lt;br /&gt;
&lt;br /&gt;
::''Despite his valour and strength, Izual was captured by the [[Prime Evils]] and twisted by their perverse power. They forced him to betray his own kind and give up Heaven's most guarded secrets.''&lt;br /&gt;
&lt;br /&gt;
::''He became a corrupt shadow of his former self - a fallen angel trusted neither by [[High Heavens|Heaven]] nor [[Burning Hells|Hell]].''&lt;br /&gt;
&lt;br /&gt;
::''For his transgressions, Izual's spirit was bound within the form of a terrible creature which was summoned from the Abyss. His maddened spirit has resided within that tortured husk for many ages now.''&lt;br /&gt;
&lt;br /&gt;
::''It seems to me that he has suffered long enough. I implore you, hero, find Izual and release him from his cruel imprisonment.''&lt;br /&gt;
&lt;br /&gt;
::''Put an end to his guilt and suffering.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Early Return=====&lt;br /&gt;
::''Though [[Izual]] no longer carries the [[Angelic]] [[Runeblade]], [[Azurewrath]], he may still possess great strength and power within his new form. Also, he may not be able to tell friend from foe while in his present state. If you find him, he will almost certainly be hostile. Proceed with the utmost caution. You mustn't delay, mortal hero. Izual must be put to rest, but Diablo still lurks within this realm. Go now... Hurry!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====After Completion=====&lt;br /&gt;
::''Thank you, hero, for putting [[Izual]]'s tortured spirit to rest. May the [[Light]] protect you and the powers of [[High Heavens|Heaven]] shine upon your path. But, if what you tell me is true, then I fear that we have been played for fools all along. Izual helped [[Diablo]] and his Brothers trick me into using the Soulstones against them . . . Now the Stones' powers are corrupted. With the combined powers of the Soulstones under their control, the [[Prime Evils]] will be able to turn the mortal world into a permanent outpost of [[Burning Hells|Hell]]!''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Hellforge====&lt;br /&gt;
No dialogues related to this quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Terror's End====&lt;br /&gt;
&lt;br /&gt;
=====Quest Introduction=====&lt;br /&gt;
::''The time has come to hunt down and destroy [[Diablo]], himself. But beware, the Lord of Terror is not to be underestimated. He single-handedly destroyed the town of [[Tristram]] and corrupted the last noble hero who tried to stop him. This time, you must defeat him for good. Only by destroying the [[Soulstone]] which he carries will his spirit be banished forever. Good luck! Though this be our darkest hour, it may yet be your greatest moment.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====After Completion: Diablo II=====&lt;br /&gt;
::''Praise be to the Light! You have accomplished the impossible! [[Diablo]] and [[Mephisto]] have been banished back into the [[Burning Hells|Black Abyss]] that spawned them and the corrupted [[Soulstone]]s are no more. You've done well, hero. For now, you should rejoice.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====After Completion: Diablo II: LoD=====&lt;br /&gt;
::''Praise be to the Light! You have accomplished the impossible! [[Diablo]] and [[Mephisto]] have been banished back into the [[Burning Hells|Black Abyss]] that spawned them, and the corrupted [[Soulstone]]s are no more.''&lt;br /&gt;
&lt;br /&gt;
::''However, while you were fighting here, [[Baal]] remained behind in the mortal realm, building an army of hellish minions. Now, Baal's army is searching for the [[Worldstone]], the ancient source of all the Soulstones and their power, while leaving behind a wake of destruction. They have forged deeply into the Barbarian homelands, heading directly for the summit of [[Mount Arreat]]!''&lt;br /&gt;
&lt;br /&gt;
::''Baal knows, mortal hero! That is the very site of the blessed Worldstone!''&lt;br /&gt;
&lt;br /&gt;
::''Now, enter the portal I have opened for you. It will take you to the [[Barbarian]] city of [[Harrogath]], the last bastion of [[Order]] on the slopes of Arreat.''&lt;br /&gt;
&lt;br /&gt;
===Act Five Dialogues===&lt;br /&gt;
[[Tyrael]] appears at the very end of the act, after a character has defeated [[Baal]] in the [[Worldstone Chamber]]. Tyrael floats down from the ceiling after Baal's death, to speak and open a red portal that exits your character from the game and takes them to a victory screen where their new title is displayed.  Tyrael's speech goes as follows:&lt;br /&gt;
&lt;br /&gt;
::''&amp;quot;I am impressed, mortal. You have overcome the greatest challenge this world has ever faced and defeated the last of the [[Prime Evils]]. However we are too late to save the [[Worldstone]]. Baal's destructive touch has corrupted it completely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''Given enough time, the Worldstone's energies will drain away and the barriers between the worlds will shatter -- the powers of [[Burning Hells|Hell]] will flood into this...[[Sanctuary]]...and eradicate your people and everything you've labored to build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''Therefore I must destroy the corrupted Worldstone before the powers of Hell take root. This act will change your world forever -- with consequences even I cannot foresee. However it is the only way to ensure mankind's survival.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''Go now, mortal. I have opened a portal that will lead you to safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''May the [[Eternal Light]] shine upon you and your descendants for what you've done this day. The continued survival of mankind is your legacy. Above all else, you have earned a rest from the endless battle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tyrael is then shown in the game-ending [[cinematic]]. He chants for a moment, then throws his sword into the Worldstone, causing it to shatter and explode into countless tiny shards. It's not yet known what plot/story ramifications the destruction of the worldstone will create. Perhaps [[Diablo 3]] will answer those questions?&lt;br /&gt;
&lt;br /&gt;
===Cinematic Dialogues===&lt;br /&gt;
[[Diablo]] arrived to the seven ancient tombs in the [[Canyon of the Magi]] under the guise of the [[Dark Wanderer]], possessing the body of the hero that sought to defeat him, and with [[Marius]] following him arrived to the vault holding Baal trapped in.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;My companion drew in the dank, cold air of the tomb. It seemed to...strengthen him. I stood in the doorway between light and dark, what was left of my sanity implored me not to enter. But that voice was just a whisper now. As we worked our way down deeper and deeper into the crypt, I began to see a change in my companion. He seemed to be gaining strength. I could hardly see in the gloom, but my companion seemed to know the way. We came at last to a great hall.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The Dark Wanderer screamed like an unholy creature from beyond this world. His face skin shifted oddly, as if transforming.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;It was then I realized my companion hadn't been gaining strength. He had been losing what was left of his humanity. He moved at demonic speed, and then ... and then you appeared.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before the Dark Wanderer could reach the [[soulstone]] on [[Tal Rasha]]'s chest, Tyrael held his hand with his long wings and engaged in combat, plunging into the abyss below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Stop! The beast contained herein shall not be set free. Not even by you.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Baal''': &amp;quot;Look, what have been done to me! Release me! Help me! Hurry, please, hurry!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baal lured Marius with a facade image, asking for help. Marius could only see a poor man bounded by chains, impaled by an object on the chest. Tyrael's gaze turned around toward Marius.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;NO !!! Don't do it!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Marius grabbed the shattered soulstone shard and pulled it free from Tal Rasha's body.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the blink of an eye, Tyrael released the Dark Wanderer and held Marius high above the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Fool, you have just ensured the doom of this world. You cannot even begin to imagine what you set in motion this day. Go to the [[Temple of Light]], in the eastern city of [[Kurast]]. There you will find the gate to [[Burning Hells|Hell]] open before you. You must find the courage to step through that gate, Marius. Take the stone you hold to the [[Hellforge]] where it will be destroyed. Now run !!! Take the stone and run!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From behind, Baal wrapped his tentacles around Tyrael's arm, letting his grasp on the [[Azureblade]] set loose.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;What choice did I have? I ran.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diablo I==&lt;br /&gt;
[[Tyrael]] never made an appearance in [[Diablo I]].&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [[Diablo II]] - Dialogues from the game.&lt;br /&gt;
* [[Diablo II: Lord of Destruction]] - Dialogues from the game.&lt;br /&gt;
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&lt;br /&gt;
{{Character navbox|d2_dia}}&lt;br /&gt;
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[[Category:Diablo II dialogues]]&lt;br /&gt;
[[Category:Game dialogues]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Tristram&amp;diff=37215</id>
		<title>Tristram</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Tristram&amp;diff=37215"/>
				<updated>2011-09-20T06:09:34Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: /* New Tristram */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tristram_concept.jpg|thumb|right|400px|Dark and wrecked Tristram.]]&lt;br /&gt;
::''This page covers Tristram as it is seen in [[Diablo III]] as well as its history up to this point.  See also:''&lt;br /&gt;
::* ''{{iw|Tristram Tristram}} -- The town in [[Diablo II]].''&lt;br /&gt;
::** ''{{iw|Uber_Tristram Uber Tristram}} -- Reached via the end game quest {{iw|Pandemonium_Event Pandemonium Event}}.''&lt;br /&gt;
::* ''{{iw|D1_Tristram Tristram}} -- The town in [[Diablo I]] and [[Hellfire]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''New Tristram''' is one of the [[town]]s in [[Diablo III]]. It's a wretched, rotting corpse of a town, grown up on the ruins of the old Tristram that blossomed during past ages, but has now fallen back into decay.&lt;br /&gt;
&lt;br /&gt;
Tristram will be the starting town in [[Diablo III]].[http://www.diablowiki.net/WWI_2008:_D3_Lore_and_Environmental_Art_Panel]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[File:Map-new-tristram.jpg|thumb|300px|Overhead map. August 2010.]]&lt;br /&gt;
Tristram is a shell of its former self, with some burned down buildings still not removed. A &amp;quot;New Tristram&amp;quot; grew from the shell of the old one, built on the adventurers who seeked the treasures of the [[Tristram Cathedral|Cathedral]], but when they left, the new town also lost it's soul.&lt;br /&gt;
&lt;br /&gt;
The wilderness surrounding Tristram is beautiful with lush fields and picturesque rivers. [http://www.diablowiki.net/Writings_of_Abd_al-Hazir:_Entry_no._0020] It's located fairly close to the fishing village called [[Wortham]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Size and Arrangement===&lt;br /&gt;
&lt;br /&gt;
It's not yet known just how large New Tristram is, or how the town and surrounding areas are laid out. The town and a small area leading up to the Cathedral were seen in the 2008 BlizzCon demo, but that was a special version of the area, created just for that playable demo. There were no NPC merchants at that time, and no waypoints or other features that will be included in the final game.&lt;br /&gt;
&lt;br /&gt;
The best recent view of the area is seen in the overlay map to the right, from a screenshot revealed in August 2010. That only shows a bit of the Caravan area, and seems to be a [[WiP]], with only the [[waypoint]] and [[stash]] marked on the map, and the only NPC designation the !, presumably over [[Deckard Cain]]. The [[blacksmith]], who the player was talking to at the time of the screenshot, isn't even shown.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
[[Image:Tristram_view.jpg|thumb|right|400px|Not so bad from a distance....]]&lt;br /&gt;
&lt;br /&gt;
===The Horadrim===&lt;br /&gt;
The history of Tristram starts several hundred years prior to recent events (that take place around 1260-1290 Anno Kehjistani). In the last century of the first millennium, 912 to be precise, the [[Sin War]] ended when Diablo was finally captured in a [[Soulstone]] by a group of [[Horadrim]] monks led by [[Jered Cain]]. The monks buried the Soulstone in a cave near the river [[Talsande]] in [[Khanduras]] and a [[Tristram Cathedral|Horadric monastery]] with a network of catacombs was built over the location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few years after the erection of the monastery, the town of [[Tristram]] was founded around it and people prospered with the [[Prime Evils]] out of the picture. Unfortunately, with no quests left to undertake, the Horadrim's numbers slowly dwindled, and 200 years later, they are legends that are forgotten by most, the monastery long since abandoned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have dreamed of the burning red gem that pulsed within the labyrinth's heart....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===King Leoric and Diablo===&lt;br /&gt;
&amp;lt;table style=&amp;quot;float:right; margin: 0px 0px 10px 10px;&amp;quot; border=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:Mon-leoric2.jpg|thumb|right|100px|King [[Leoric]]'s madness.]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[[File:Prince Albrecht's Corruption.jpg|thumb|120px|Prince [[Albrecht]]'s corruption.]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this time that the Eastern lord [[Leoric]] came to Tristram and declared himself king, and converting the old, long-unused [[Tristram Cathedral|Horadric monastery]] to a [[Zakarum]] cathedral. He was betrayed by his advisor, Archbishop [[Lazarus]], who secretly released [[Diablo]] deep within the monastery catacombs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo knew Leoric was a strong man and attempted to possess him. King Leoric was indeed strong and managed to resist, but was driven mad instead, imprisoning and executing anyone who questioned his authority. He also started a war against [[Westmarch]], despite common sense, as the armies of [[Khanduras]] were easily outnumbered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Failing to possess Leoric, Diablo turns to Prince [[Albrecht]] instead, kidnapping him and possessing his soul and body.&lt;br /&gt;
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&lt;br /&gt;
When [[Lachdanan]], captain of King Leoric's army, returned, Leoric had gone even more mad by the loss of his only son and Lachdanan had no choice but to kill his king. The fallen monarch cursed Lachdanan and his followers with his dying breath. Not long afterwards, Lachdanan and the king's guards were attacked by Leoric, resurrected as the [[Skeleton King]], as they attempted to bury him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lone Hero===&lt;br /&gt;
[[File:Original_Tristram1.png|thumb|right|400px|[[Diablo I]] layout of Tristram, with expansion (the player has reached the Hell levels).]]&lt;br /&gt;
Many adventurers disappeared down into the catacombs in search for treasure, glory or both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Archbishop [[Lazarus]] then lead a group of villagers into the cathedral and abandoned them to a bloodthirsty [[butcher]] demon. From this point, people began fleeing Tristram in droves. If they had not left during the king's madness, they left now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Warrior.jpg|thumb|left|100px|The [[Warrior]].]]&lt;br /&gt;
Only a small number of villagers stayed and saw a lone hero arrive and defeat the fetid butcher demon. This hero was one [[Deckard Cain]] befriended, and with his guidance, he ventured further down into the maze and defeated the [[Skeleton King]] as well as killing Lazarus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hero traversed all the way into [[Buning Hells|Hell]] and defeated [[Diablo]].&lt;br /&gt;
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&lt;br /&gt;
Unfortunately for the hero, as well as everyone else, the hero foolishly thinks he can contain Diablo within himself, and sinks the [[Soulstone]] within his own flesh.&lt;br /&gt;
&lt;br /&gt;
===The Dark Wanderer===&lt;br /&gt;
[[File:Tristram.jpg|thumb|right|400px|Tristram of [[Diablo II]].]]&lt;br /&gt;
Despite his noble intentions, his valiant spirit quickly succumbed to [[Diablo]]'s corruption and he became the [[Dark Wanderer]]. He left Tristram behind shortly before legions of foul demons attacked and destroyed the town and its inhabitants: Killing some, raising them as [[skeleton]]s, or possessing them, making them as demons, like poor [[Griswold]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A group of heroes began a quest to defeat Diablo and his brothers, visiting [[Tristram]] to save the only surviving soul from the town: [[Deckard Cain]], a descendant of the [[Horadrim]] mage [[Jered Cain]].&lt;br /&gt;
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&lt;br /&gt;
Cain blamed himself that he did not foresee this, and travelled East with the heroes to save [[Sanctuary]].&lt;br /&gt;
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&lt;br /&gt;
===New Tristram===&lt;br /&gt;
[[File:Tristram2.jpg|thumb|right|400px|New Tristram in all its glory.]]&lt;br /&gt;
After the town was burned to the ground, &amp;quot;New Tristram&amp;quot; grew around the ancient monastery. The new town has been around for several years, but the exact date of its founding is unclear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally simply a collection of merchants looking to profit on adventurers and travellers drawn by legends of riches within the old cathedral, it slowly set down roots and became an established town. As soon as the cathedral was looted bare, however, the adventurers and travellers stopped coming, and New Tristram found itself in decline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What happened here is now as with most of the [[Diablo Legend]], something dismissed out of hand by most citizens of the world. People think of the [[undead]] monstrosities, demonic possession and the monarchy driven to lunacy to be part of a peculiar mold upon the bread or perhaps a fouling of the water. It was just an unfortunate event that people went mad.&lt;br /&gt;
&lt;br /&gt;
===The Meteor===&lt;br /&gt;
[[Deckard Cain]] has returned to Tristram, looking for clues on what the [[demon]]s and [[angel]]s are up to. [[Leah]] is also now in Tristram, helping Cain, and worried for his well being.&lt;br /&gt;
&lt;br /&gt;
A [[meteor]] has been seen darting across the skies, crashing straight down into the [[Tristram Cathedral|Cathedral]], but seemingly without hurting either Leah or Cain. The latter ventured down the hole to try and find more magical tomes to explain the events, later rescued by the [[Barbarian]] character.&lt;br /&gt;
&lt;br /&gt;
Exactly what this meteor is, no one knows. If it's just some sort of cosmic stone or an [[angel]] like [[Tyrael]] or even a [[demon]] is still a mystery.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Tristram in Diablo III==&lt;br /&gt;
[[Image:Tristram3s.jpg|thumb|400px|New Tristram starting point.]]&lt;br /&gt;
New Tristram is the starting town of [[Diablo III]],[http://www.diablowiki.net/WWI_2008:_D3_Lore_and_Environmental_Art_Panel] one of the many things the [[D3 Team]] has been inspired of from [[Diablo I]].&lt;br /&gt;
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&lt;br /&gt;
There's a lot of concept art of Tristram, but it's not clear how much was just for background information or reference. The New Tristram so far seen in the game has been a zombie-infested ruins; if there's more of a town waiting to be discovered in the final game, we've not seen in-game evidence of it yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Numerous screens have shown New Tristram, but only the ruined, monster-infested portion of the town. The [[BlizzCon 2008]] demo build started in a very small encampment just outside of New Tristram, but there were no NPC [[merchant]]s available. It's assumed that the New Tristram we'll see in the final game will be larger and have various merchants and [[quest]]-giving [[NPC]]s, but this is just conjecture.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Tristram Highlights==&lt;br /&gt;
Some places of notice exists or existed in Tristram:&lt;br /&gt;
* [[Tavern of the Rising Sun‎]]&lt;br /&gt;
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===Tristram's Layout===&lt;br /&gt;
[[File:Concept-tristram1.jpg|thumb|400px|Tristram at night]]&lt;br /&gt;
This was also addressed by [[Flux]] in a comment on his BlizzCon gameplay report[http://diablo.incgamers.com/blog/comments/blizzcon-demo-discussion/]:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''As for the geography, it's not recognizable as the same town from [[Diablo I|D1]], but it's clearly inspired by it. The whole ruined town is much larger than in previous games, but that's understandable since it's been 20 years and the town was destroyed and rebuilt (and is now being destroyed again).  There are about 15 or 20 ruined structures clustered in the center of the map. One has a broken wooden sign that hovers as &amp;quot;Griswold's Fine Weapons&amp;quot; if you point at it. No sign of [[Griswold]] or any other recognizable [[NPC]]s though.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''The basic landmarks remain; the monastery is still to the top left of town, with a graveyard beside it (lots of [[zombie]]s burrow up out of the earth if you enter and hang around there).  The biggest change is that the left side of town, about where the creek was between town and Wirt, has become a deep gorge that provides an impassible boundary to that side of the level. [[Adria]]'s island and the creeks on the right side of the map aren't there anymore. Instead there are lots of ruined houses scattered over in that direction, and to the far right you find a few lightly forested areas with wide paths through them.  Two other landmarks are along the left side of town, by the gorge. The well within which the little girl's ghost is trapped, and further north a spooky, Halloween tree out of which a bunch of zombies moaningly-emerge, if you remain in the vicinity.''&lt;br /&gt;
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&lt;br /&gt;
[[File:Tristram_tavern.jpg|250px|thumb|right|Tristram's rickety tavern.]]&lt;br /&gt;
::''It's hard to estimate size since the path you take through the area is so winding; there aren't any straight roads and the houses and boulders and dead trees are scattered everywhere. But I'd say the whole area is maybe 6 or 8 times the size of {{iw|Tristram Tristram in D2}}. I think it was a non-random area; possibly the ruins and other town elements change around slightly from game to game, but the overall size and shape remained the same in each game I played.''&lt;br /&gt;
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&lt;br /&gt;
===Diablo III Description===&lt;br /&gt;
Tristram was the starting point for the playable demo at Blizzcon, in October 2008. There was no town to speak of; just a very small camp with only two [[NPC]]s, and no [[merchant]]s. From there players proceeded into the fog-shrouded ruins of [[Tristram Cathedral]], battling [[undead]] every step of the way. The setting was described in some detail in a [http://www.diii.net/blog/comments/blizzcon-demo-discussion/ gameplay report] by Flux:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tristram_blacksmith.jpg|250px|thumb|right|Tristram's blacksmith.]]&lt;br /&gt;
::''The mood continued as soon as a player moved out into the ruins of Tristram. The scenery was dark and oppressive, and no, the screenshots don't at all do it justice. The floating, partially transparent mist looks so much better in the game than in the screenshots, where it just makes things look smudged and blurry. The black, gnarled trees, clusters of crows that flew away when the player got close enough to trigger them, dozens of ruined, blasted houses you could run through, bodies lying here and there, and small bunches of zombies to rout gave the area a great, creepy, doomed mood.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::''There were a number of nice set pieces elsewhere in Tristram that added to the mood. A human hand is seen at one point, clawing at the earth, before being yanked down into a dark cellar from which come horrible screams and a fountain of blood. Ghosts wander the streets, sobbing quietly and pathetically. Zombies are seen gnawing on corpses, and their moans and groans are very horror movie appropriate.''&lt;br /&gt;
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&lt;br /&gt;
==Tristram in Diablo II==&lt;br /&gt;
The [[Diablo II]] version of Tristram can best be seen on the '''{{iw|Tristram Diablo 2 Wiki Tristram}}''' page, but the basic premise is that the town just recently has been overrun by demonic forces, and killed everyone except [[Griswold]] the Blacksmith (who has been turned into a demonic aberration) and [[Deckard Cain]] (who has been captured in a gibbet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
* [[Deckard Cain]] ([[NPC]], [[Character]], only seen on first visit)&lt;br /&gt;
* [[Farnham]] the Drunk (possibly, only few bits remain)&lt;br /&gt;
* [[Griswold]] ([[monster]])&lt;br /&gt;
* [[Pepin]] the Healer (possibly, only few bits remain)&lt;br /&gt;
* [[Wirt]] (corpse/remains)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tristram in Diablo I==&lt;br /&gt;
The [[Diablo I]] can best be seen on the '''{{iw|Tristram_D1 Diablo 1 Wiki Tristram}}''' page, but the basic premise is already explained in the background above. The town is under siege of sorts by Diablo, and one hero is the only one who manages to get all the way to [[Diablo]] and kill him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
Read more about the NPCs on the '''{{iw|D1_NPCs Diablo I Wiki NPCs}}''' page.&lt;br /&gt;
* [[Adria]] the Witch&lt;br /&gt;
* [[Deckard Cain]]&lt;br /&gt;
* [[Farnham]] the Drunk&lt;br /&gt;
* [[Griswold]] the Blacksmith&lt;br /&gt;
* [[Gillian]] the Barmaid&lt;br /&gt;
* [[Ogden]] the Innkeeper&lt;br /&gt;
* [[Pepin]] the Healer&lt;br /&gt;
* [[Wirt]] the Peg-Legged Boy&lt;br /&gt;
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&lt;br /&gt;
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==Media==&lt;br /&gt;
Video of [[Diablo I]]'s Tristram.&lt;br /&gt;
&amp;lt;youtube&amp;gt;6hiNQIPCb4I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [http://diablo.incgamers.com/gallery/showgallery.php?si=tristram&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=18&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way= New Tristram Screenshots]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Original_Tristram1.png|Tristram from [[Diablo I]]&lt;br /&gt;
File:Tristram.jpg|Tristram in [[Diablo II]].&lt;br /&gt;
File:concept-tristram1.jpg|New Tristram at night.&lt;br /&gt;
File:Delowyn_TristramCathedral_Inside.jpg|Inside [[Tristram Cathedral]].&lt;br /&gt;
File:Tristram1.jpg|Screenshot from Tristram.&lt;br /&gt;
File:Tristram2.jpg|A second shot.&lt;br /&gt;
File:Tristram3.jpg|New Tristram starting point.&lt;br /&gt;
File:Tristram_overview.jpg|Beautiful surroundings.&lt;br /&gt;
File:Tristram_concept.jpg|Rainy day in Tristram.&lt;br /&gt;
File:Tristram_tavern.jpg|Tavern of Tristram.&lt;br /&gt;
File:Tristram_blacksmith.jpg|Blacksmith of Tristram.&lt;br /&gt;
File:Meteor1.jpg|Meteor tumbling to the [[Tristram Cathedral|Cathedral]].&lt;br /&gt;
File:Tristram_concept2.jpg|Tristram Encampment.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* [http://diablo.incgamers.com/blog/comments/arreat-summit-in-3d/ Tristram and Arreat Summit in 3D]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcon-demo-discussion/ Flux's gameplay report]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [http://www.diablowiki.net/WWI_2008:_D3_Lore_and_Environmental_Art_Panel WWI 2008 Lore &amp;amp; Art Panel]&lt;br /&gt;
* [http://www.diii.net/blog/comments/blizzcon-demo-discussion/ BlizzCon Demo Discussion]&lt;br /&gt;
* [http://www.blizzard.com/diablo3/world/environments/tristram.xml Blizzard's official lore page - New Tristram]&lt;br /&gt;
* [http://www.diii.net/gallery/showgallery.php?si=tristram&amp;amp;x=0&amp;amp;y=0&amp;amp;limit=&amp;amp;thumbsonly=0&amp;amp;perpage=18&amp;amp;cat=546&amp;amp;ppuser=&amp;amp;thumbcheck=0&amp;amp;page=1&amp;amp;sortby=&amp;amp;sorttime=&amp;amp;way=&amp;amp;cat=546 Diii.net's screenshot gallery]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0020|Abd al-Hazir entry no. 20 - Gnarled Walkers]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0017|Abd al-Hazir entry no. 17 - Tristram Cathedral]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0016|Abd al-Hazir entry no. 16 - New Tristram]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level navbox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Location navbox|west}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Act I levels]]&lt;br /&gt;
[[Category:New Tristram]]&lt;br /&gt;
[[Category:Act I]]&lt;br /&gt;
[[Category:Sanctuary]]&lt;br /&gt;
[[Category:Settlements]]&lt;br /&gt;
[[Category:Khanduras]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Brotherhood_of_the_Vizjerei&amp;diff=36885</id>
		<title>Brotherhood of the Vizjerei</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Brotherhood_of_the_Vizjerei&amp;diff=36885"/>
				<updated>2011-09-19T20:46:00Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: added some punctuation and missing words, it kind of looks like a bit more tidying needs to be done, but I don't wanna go crazy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sorcerer.jpg|thumb|Concept art of a Vizjerei [[sorcerer]].]]&lt;br /&gt;
The '''Vizjerei''' is one of the major [[mage clan]]s of [[Kehjistan]], primarily located in [[Caldeum]]. The clan is known for their strict discipline and ability to curb even the most wild of young magic wielders in to proper [[sorcerer]]s.&lt;br /&gt;
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==Appearance==&lt;br /&gt;
Vizjerei mages are well known for wearing brightly coloured [[turinash]] (spirit robes), which often tend to be red. While the [[Zann Esu]] clan only takes in women, the Vizjerei take in magic users of both sexes.&lt;br /&gt;
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==Background==&lt;br /&gt;
On the eastern edge of the [[Twin Seas]] lie the emerald jungles of [[Kehjistan]]. Several thousand years ago, hunter-gatherers found themselves drawn to the lush, fertile rain forests and bountiful game inhabiting [[Kehjistan]]. But there was something else; Kehjistan's geography was rife with nodes of magical energies, and eventually those with innate, arcane abilities began to sense and recognize these forces, gathering in groups to settle these special areas. It was here that the original [[mage clans]], the Vizjerei, the [[Ennead]] and the [[Ammuit]], were founded. Other early mage clans include the [[Zann Esu]] and the [[Priests of Rathma]] (though, not a mage clan in it's truest form).&lt;br /&gt;
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As civilization evolved, the mage clans found many different types of [[magic]]al energies to manipulate. Magic teaching turned from tribal witchcraft (combining magic with physical effects such as herbs and volatile powders) to organised schools of magic including [[Holy magic|holy]], [[Nature magic|nature]], [[Primal|primal]], [[Elemental magic|elemental]] and the more devastating [[Arcane magic|arcane]] &amp;amp; [[demonic magic]]s.&lt;br /&gt;
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At some unknown time, the use of arcane magic was outlawed due to it's unpredictable and vastly destructive nature, bending time itself.&lt;br /&gt;
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The Vizjerei were particularly interested in demonic magic, summoning small [[demon]]ic forms to do their bidding, and use its powerful destructive powers to do their biddings. Vast libraries were compiled with knowledge of demonic magic and demonic entities. At the time, two of the most powerful mages were the brothers [[Bartuc]] and [[Horazon]] of the Vizjerei.&lt;br /&gt;
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Horazon perverted the clan to his own will through the knowledge in their libraries, and his ability to summon and bend demons to his will. He would later get the epithet The Summoner. Bartuc was eventually lured to the side of [[Darkness]]. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the Vizjerei, and eventually his own brother during the [[Sin War]]. Bartuc paid the price of his new powers with an insatiable lust for blood to the point where he was later called the Warlord of Blood. While the clan was not bent towards [[Hell]]'s forces, Horazon had corrupted it.&lt;br /&gt;
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Horazon tried to turn his brother from Hell, but failed. A great conflict between mages arose, quickly escalating to what we today call the [[Mage Clan Wars]]. Horazon and the majority of mages did all they could to stop Bartuc's rampage. Horazon also created a place for himself that was separated from the [[physical realm]] where he could escape the carnage called the [[Arcane Sanctuary]].&lt;br /&gt;
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Many atrocities were made during the Mage Clan Wars on both sides as they desperately tried to get the upper hand in the conflict. Non-mage citizen lived in terror for either side, and for the average person, there was no clear &amp;quot;good&amp;quot; or &amp;quot;bad&amp;quot; side, just war.&lt;br /&gt;
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Among the victims of the war was the [[Umbaru]], who up until this point had lived peaceful lives in the [[Torajan jungle]]s. A few Vizjerei sorcerers turned members of one of the Umbaru tribes into grotesque [[goatmen]], called the [[Khazra]] by the otherwise relatively peaceful tribes. They were turned this way to improve their physical prowess in the wars, but it all turned sour as the remaining members of the clans made their own deal with Hell.&lt;br /&gt;
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The rest of the clan talked to a demon named [[Zagraal]] and were given the goatman shape as well, in order to bring revenge upon the mage clans. They did succeed in driving away the mages, but were left in their semi-demonic form with a demonic bloodlust - the price they paid for Hell's services. With mindless killers roaming the jungles, the remaining Umbaru clans gathered their fiercest warriors, the [[Witch Doctors]] who still practiced &lt;br /&gt;
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One of the most known and powerful mages of the Vizjerei is [[Valthek]]. Other known Vizjerei mages are [[Quov Tsin]], [[Horazon]] and his brother [[Bartuc]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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This mystic clan studied the ways of [[demon]]s and had catalogued their lore for generations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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===Mage Clan Wars===&lt;br /&gt;
During the [[Mage Clan Wars]], the Vizjerei used clans of the [[Umbaru]] people of the [[Torajan]] jungles in the [[Teganze]] region to brutally turn them into [[goatmen]] beasts to fight their battles for them. The close Umbaru clans then started a war against the mage clan, resulting in decades of fighting. After many long years of warring, they captured a Vizjerei mage, helped them control their transformed brethren and turned into goatmen themselves.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Horazon perverted the clan to his own will through the knowledge in their libraries, and his ability to summon and bend demons to his will. Bartuc was eventually lured to the side of [[Darkness]]. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the [[Sin War]]. While the clan was not bent towards [[Hell]]'s forces, Horazon had corrupted it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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===Mage Slayers===&lt;br /&gt;
:''Main article: [[Viz-Jaq'taar]]&lt;br /&gt;
The [[Order of Mage Slayers]] (also known as [[Assassin]]s) was formed after the Vizjerei survived the tragedy brought on by [[Bartuc]] and [[Horazon]]. Their purpose was to watch for rogue magi that may become corrupted by the forces of [[Evil]]. To be effective at this task they were trained in abilities that were not conducive to [[Demon]]ic corruption. Living as rumour and myth to the general population, even other magi knew very little about this mysterious order. Their reputation was shrouded in mystery and the simple fear of their retribution almost ensured steadfast vigilance against corruption amongst those who knew they were real.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==Ranks &amp;amp; Customs==&lt;br /&gt;
It's known that [[neonate]] is the term for a recently appointed sorcerer, or a sorcerer student.[http://www.diablowiki.net/Diablo_I_Manual#Sorcerer]&lt;br /&gt;
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[[Acolyte]] seem to be the rank most fully trained sorcerers, or perhaps sorcerers in late training are called.[http://www.diablowiki.net/Diablo_I_Manual#Sorcerer]&lt;br /&gt;
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The brotherhood is lead by the [[Innermost Circle]], which is formed by [[High Initiate]]s, who's titles read &amp;quot;Brother of the High Initiate&amp;quot;.[http://www.diablowiki.net/Quov_Tsin]&lt;br /&gt;
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It's interesting to point out it seems the highest ranks of the [[Horadrim]] were also called initiates.&lt;br /&gt;
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A rogue sorcerer can be called a '[[wizard]]' as an insult.&lt;br /&gt;
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==Locations==&lt;br /&gt;
On the perimeters of the Vizjerei quarters, an infamous set of chambers called the [[Bitter Depths]] is situated under their [[Sanctum]]. Not much information is available about the Bitter Depths, but only high ranked sorcerers are allowed to go there, and they could include either great dangers or greatly dangerous mystical spells.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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Among the libraries of the Vizjerei, the [[Ancient Repositories]] is one of the most ancient ones, almost as infamous as the Bitter Depths, and filled with the most potential of arcane magics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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==Known Members==&lt;br /&gt;
* [[Bartuc]]&lt;br /&gt;
* [[Horazon]]&lt;br /&gt;
* [[Nor Tiraj]]&lt;br /&gt;
* [[Quov Tsin]]&lt;br /&gt;
* [[Valthek]]&lt;br /&gt;
* [[Vischar Orous]] (Chief Librarian of the [[Horadrim]])&lt;br /&gt;
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===Possible Members===&lt;br /&gt;
* [[Drognan]]&lt;br /&gt;
* [[Zorun Tzin]]&lt;br /&gt;
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== References ==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0007|Abd's entry on the Wizard]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0013|Abd's entry on Witch Doctors]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0010|Abd's entry on Fallen]]&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0009|Abd's entry on Kahzrah]]&lt;br /&gt;
* [[Diablo I Manual]]&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[The Sin War]] Tome&lt;br /&gt;
* [[Diablo: The Kingdom of Shadow]]&lt;br /&gt;
* [[Assassin]]&lt;br /&gt;
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{{stub| it could use some tidying up and images}}&lt;br /&gt;
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[[Category:Vizjerei]]&lt;br /&gt;
[[Category:Mage clans]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Mage_Clan_Wars&amp;diff=36655</id>
		<title>Mage Clan Wars</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Mage_Clan_Wars&amp;diff=36655"/>
				<updated>2011-09-19T17:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mjd24: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Mage Clan Wars''' raged for quite some time in between the [[mage clan]]s of the east some two thousand years ago, but never touched the trade of [[Caldeum]].&lt;br /&gt;
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The [[Vizjerei]] clan used a few [[umbaru]] clans from the [[Teganze]] jungle areas to create [[goatmen]] for their war effort. The plan backfired when five of those umbaru clans turned against the Vizjerei in the war. After decades of fighting, the umbaru clans warring captured a Vizjerei [[sorcerer]], and helped them take control of all goatmen, as well as transformed the five warring umbaru clans into goatmen themselves to defeat the mages. The demon [[Zagraal]] was somehow involved in this transformation, and after the war, the goatmen found themselves in servitude of the demon, killing and plundering in his name until the umbaru [[Witch Doctor]]s killed Zagraal.&lt;br /&gt;
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==References==&lt;br /&gt;
* [[Writings of Abd al-Hazir: Entry no. 0008]]&lt;br /&gt;
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{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Story]]&lt;br /&gt;
[[Category:Mage clans]]&lt;/div&gt;</summary>
		<author><name>Mjd24</name></author>	</entry>

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