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Diablo II: Lord of Destruction Manual

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==The Wanderer==
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''from the [[Exeter Book]], ca. 10th century.''
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==What's New In the Expansion?==
:'''New treasure types:'''
 
::'''Class-Specific Items''' – This class of items, new to Diablo II: Lord of Destruction, offers properties and powers specific to the seven different character classes.
'''Expansion Characters:''' After installing Diablo II: Lord of Destruction, you will have the option to choose between two different “character types”—Standard and Expansion—when creating a new character. (Note: these are different from the two new character classes. See pages 15 and 20.) Standard Characters are just like the characters you are used to playing in Diablo II, whereas Expansion Characters are specifically created for use in Diablo II: Lord of Destruction. You should be aware of some details before deciding which character type to choose:
 
:* Expansion Characters can only create or join expansion games. They cannot create or join original Diablo II games.
:* Standard Characters cannot use any of the new features or modifications found in Diablo II: Lord of Destruction, nor can they create or join Expansion games. (These are games specifically designed to enjoy all of the extra benefits contained in Diablo II: Lord of Destruction.)
:* Standard Characters can be converted permanently to Expansion Characters simply by accessing the “Select Character” screen, left-clicking on the Standard Character you wish to convert, and then leftclicking left-clicking on the “Convert” button.
:* Converting a Standard Character is an irreversible, one-way process. Once a character has been converted to an Expansion Character, he or she can never be changed back to a Standard Character. Similarly, once an Expansion Character has been created, he or she can never be converted into a Standard Character.
Remember that your character must meet the requirements for any weapons you want to equip. Also, please keep in mind that only your currently selected weapon configuration is actively equipped. Any magical properties of items in your inactive configuration will not affect your character until you make that configuration active. For example, if you are currently using weapon configuration “I,” any magical properties of items in configuration “II” have no effect until you make it your active configuration.
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'''Hirable Non-Player Characters (“Hirelings”):''' Diablo II: Lord of Destruction offers some exciting modifications to hirable NPCs. These computer-controlled hirelings who fight by your side can be hired from specific NPCs in most “towns”—the safe starting points in each Act—or are given free of charge as a reward for completing certain quests. In the original Diablo II, they followed your character around and helped you slay monsters, but you did not interact with them directly. In Diablo II: Lord of Destruction, you can increase their efficiency in combat and assist their development in a number of ways. (Note: These special new features only apply to hired NPCs and retainers acquired as quest rewards. Summoned creatures are not subject to these improvements.)
 {|align="right" style="clear:right; margin: 0 0 0px 0px 5px 10px;"|<div style="text-align:center;">Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br/>[[Aust|Aust of Harrogath]]</centerdiv>3rd day of Montaht, Lauds<br/><br/>My dearest [[Elora]],<br/>It's been ten long years since you were taken from [[Anya]]<br/>and me. In my mind’s eye, I still see your beautiful face<br/>and remember the happier days of our time together.<br/>It comforts me to write and think that, somehow, you<br/>are reading this yourself. It may not be long before I<br/>join you in the afterlife.<br/>Our peoples' time here in [[Harrogath]] is drawing to an<br/>end. Recently, our seer, [[Caldra]], has been afflicted with<br/>terrifying visions of our doom. Last night, the whole<br/>village awoke to her screams. When I reached Caldra's<br/>cottage, our daughter, Anya, was already there,<br/>comforting her. During the night, the seer's raven hair<br/>had turned stark white. She was delirious when I<br/>entered the room, howling senselessly and tearing out<br/>her hair in bloody clumps.<br/>It took us some time to calm her—but even then, she<br/>seemed only a shadow of her former self. She wouldn’t<br/>respond to any of us directly, instead staring into some<br/>unseen world beyond our own. The healer, [[Malah]], came,<br/>but her attempts to cure Caldra were futile. Our<br/>tortured seer was not sick of body—she had quite<br/>
clearly gone mad.
|}
 
:* '''Attributes and Experience:''' Hirelings in Diablo II: Lord of Destruction come with their own set of attributes: Strength, Dexterity, Health, Damage, Defense, and Experience. As hirelings kill monsters, they gain experience points. When they gain enough experience points to reach a new level, their attributes automatically improve. You can also improve their attributes by equipping them with better equipment (see below). Keep in mind that hirelings aren’t just paid mercenaries—they are co-adventurers. They fully share experience for their kills with you and your party, and they receive a smaller share of experience for monsters that you or your party members kill.
 
:* '''Equipment:''' You can now furnish your hirelings with equipment such as armor, helms, and weapons. Your hirelings must meet all strength, dexterity, and level requirements for the item, and any weapons must be compatible with the hirelings’ weapon type, as represented by what you see them carrying. (For instance, the Rogue hirelings in Act I can be equipped with a War Bow, but not a Short Sword, whereas the Town Guard hirelings in Act II can be equipped with a Voulge, but not a Crossbow.) To equip your hireling, simply left-click on the appropriate button on your Mini-panel or press the O key to bring up the Hireling Inventory and Information screen. Then place items in the corresponding slots as you would in your own Inventory screen.
 :* '''Healing:''' Previously in Diablo II, if you needed to heal your hireling, you had to return to town and visit the local healer. In Diablo II: Lord of Destruction, however, you can heal your hireling directly, by left-clicking on a healing or rejuvenation potion in your backpack or belt and then dragging it over the hireling’s gold-bordered portrait located in the upper left of the game screen. When the portrait is highlighted, left-clickagain click again to release the potion onto the portrait. You can also heal your hireling by visiting a healing Well. 
:* '''Hireling Continuity:''' Hirelings are now willing and able to accompany you to any of the various Acts of the game. In fact, you can actually finish the entire game through all three difficulty settings using only the first hireling received in Act I. You may choose to employ a new hireling at any time, but you may not take more than one hireling into your service at a time. If you choose to replace your current hireling with a fresh one, your old hireling will retire and be unavailable for further service. Before you replace a hireling, open the Hireling Inventory and remove any items you want to keep. Otherwise, you will lose that equipment.
 
:* '''Death:''' When your hireling dies, you can return to the nearest mercenary captain and either pay to have your late comrade resurrected, or hire a new one. If you choose to resurrect your hireling, he or she will return to your employ with all of the attributes, experience, and equipment he or she had at the time of death. If, however, you decide to employ a new hireling, you give up the recently departed’s services and forfeit any equipment he or she was wearing. Note: if your character dies, your hireling dies also.
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'''Automap Options:''' There is now an “Automap Size” selection in the “Automap Options” menu in Diablo II: Lord of Destruction. This new option allows you to choose between viewing the map as either the traditional full-screen Automap or the new, scaled-down “Mini Map.” The Mini Map is about one quarter the size of the Automap and, when active, is displayed in one of the top corners of the game screen. This location can be switched from the left of the screen to the right by pressing the V hotkey.
'''Repair All:''' You can now repair all of your outfitted items in a single step. To do this, go to the nearest “blacksmith” NPC (whoever repairs your equipment) and select “Trade or Repair” as you normally would. Blacksmiths still have the usual buttons for buying, selling, and repairing options; in Expansion games, they also have an added “Repair All” button. This option allows you to repair all of the items that your character currently has equipped in a single operation. If you move your cursor over this button, the highlighted text shows the cost of this procedure, and pressing the button completes it. Note: The Repair All button only repairs equipped items. Any damaged items that your character is not wearing must berepaired be repaired individually.
'''Champion-Class Monsters:''' You will remember Champion-Class Monsters from the original Diablo II. These appear as a slightly different-looking pack of monsters that are tougher than normal monsters of their kind. You can immediately discern a Champion-Class Monster because its name appears in purplish-blue letters when targeted. Diablo II: Lord of Destruction offers several different monsters of this type. In addition to the standard Champion, you might encounter the following monsters:
 
:'''Berserker''' – These monsters have been driven into a homicidal frenzy by demonic corruption. They focus so much energy into slaughtering anyone they see that they do significantly more damage than normal demons. However, their frenzied rage leaves them physically weakened and therefore easier to kill.
:'''Possessed''' – Some demons have been instilled with especially diabolical spirits. These spirits grant the Possessed increased vigor at the cost of the demons’ free will. Because their minds are no longer their own, the Possessed cannot be affected by Necromancer curses. Fanatic – Fanatics are monsters who responded to their own corruption with such zeal that they are now willing to do anything to win the favor of their dark masters. They rush into any battle, fervently attacking with blinding speed any and all foes. Their recklessness does leave them open defensively, and if you can avoid their cascade of blows, you should be able to strike them with greater ease.
<div style="text-align:center;">''"And a child will cradle Terror in his breast as the heart of man falls under the shadow.''
''A [[Wanderer]] will pass through the ancient lands trailing chaos in his wake.''
''Reaches out to undo the workings of the [[Ancient]]s. The tides of [[Burning Hells|Hell]] surge—ready to smash''
''Down upon the shores of the mortal world—to drown the guilty and the innocent alike.''</div>
<p div style="text-align: right;">''-Excerpt from The [[Prophecies of the Final Day]]''</pdiv>
===The Last Testament of Ord Rekar===
Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious [[Wanderer]], Diablo set out to free his brothers, [[Baal]] and [[Mephisto]], from their imprisonment in the East.
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Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish [[Mephisto]] and even hunted Diablo into the depths of [[Burning Hells|hell]]. Only [[Baal]], the Lord of Destruction, was left unaccounted for...
For now, the nightmare has started once again.
{|align="right" style="clear:right; margin: 0 0 0px 0px 5px 10px;"|<div style="text-align:center;">Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br/>[[Aust|Aust of Harrogath]]</centerdiv>4th day of Montaht, Sext<br/><br/>This morning, as the dawn came, the other<br/>[[Elder]]s and I held a vigil over Caldra's<br/>comatose form, praying to the [[Ancient]]s for<br/>guidance. Then, just as suddenly as it began,<br/>her madness broke, or so it seemed. She sat<br/>straight up in bed, thin strands of her once<br/>beautiful hair draping over her nightgown—her<br/>eyes seemed to glow with a feverish inner light.<br/>By the Ancients, she looked older than any<br/>Elder there.<br/>She gazed slowly around the room, looking at<br/>each of us in turn. With a slight, almost<br/>mocking smirk, she whispered in a ragged voice,<br/>"Baal comes...and destruction follows him like<br/>a storm." She then sank back into the bed and<br/>with a shudder, breathed her last. By the gods,<br/>Elora, as long as I draw breath, I will never<br/>
forget her terrible portent.
|}
 
Baal has resurfaced, and behind him marches the vast [[Army of Destruction]]. He has gathered a legion of [[demon]]s that revel in mayhem and wanton chaos—and they are headed right towards us...right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail [[Mount Arreat|Arreat]], seeking the [[Worldstone|Heart of the World]]. And my faith, once unwavering, is now shaken to the very core.
Yours in sorrow,<br/>''[Signature]''<br/>[[Ord Rekar]]<br/>[[Elder]] of [[Harrogath]]
'''{{iw|Tiger_Strike Tiger Strike}} – Charge-up Skill'''<br/>
Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks.
'''{{iw|Dragon_Talon Dragon Talon}} – Finishing Move'''<br/>
An Assassin is taught to utilize her entire body as a weapon—using this skill, she lets loose a powerful kick to send her opponents flying.
'''{{iw|Fists_of_Fire Fists of Fire}} – Charge-up Skill'''<br/>
Combining her powerful Martial Arts abilities with her psychic training, an Assassin can charge her own fists with pyrokinetic energies, scorching her opponents when the charge is released.
'''{{iw|Dragon_Claw Dragon Claw}} – Finishing Move'''<br/>
This skill allows the Assassin to try to finish her opponent off with a rending double claw attack. (Requires two equipped Claw-class weapons.)
'''{{iw|Cobra_Strike Cobra Strike}} – Charge-up Skill'''<br/>
A properly trained Assassin can focus her mind to draw upon the ambient energies surrounding her. Using this skill, she drains her adversary of life and spiritual essence adding it to her own.
'''{{iw|Claws_of_Thunder Claws of Thunder}} – Charge-up Skill'''<br/>
Using her weapon’s metal blades as conductors, an Assassin charges the ions surrounding her and delivers a devastating lightning attack to any who dare challenge her. (Requires equipped Claw-class weapon.)
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'''{{iw|Dragon_Tail Dragon Tail}} – Finishing Move'''<br/>
The experienced Assassin can deliver a kick so powerful it actually causes an explosion on impact, sending any nearby victims sprawling.
'''{{iw|Blades_of_Ice Blades of Ice}} – Charge-up Skill'''<br/>
Charging the ether around her claw blades, the trained Assassin can freeze opponents with a vicious rake of her razors. (Requires equipped Claw-class weapon.)
'''{{iw|Dragon_Flight Dragon Flight}} – Finishing Move'''<br/>
After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, she lunges at her target and delivers a devastating kick.
'''{{iw|Phoenix_Strike Phoenix Strike}} – Charge-up Skill'''<br/>
This mighty skill allows the Assassin trained in its arts to prepare an attack that gives off powerful elemental energies.
'''{{iw|Claw_Mastery Claw Mastery}} – Passive'''<br/>
Well-disciplined training in this skill improves the artistry with which an Assassin wields her unique Claw-class weapons.
'''{{iw|Psychic_Hammer Psychic Hammer}}'''<br/>
By utilizing her intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards.
'''{{iw|Burst_of_Speed Burst of Speed}}'''<br/>
Tapping into her psychokinetic energies, an Assassin temporarily increases the speed of her movements and attacks.
'''{{iw|Weapon_Block Weapon Block}} – Passive'''<br/>
After developing this skill, an Assassin wielding two Claw-class weapons can use her blades to deflect incoming attacks, thus giving herself a defensive edge without using a shield. (Requires two equipped Claw-class weapons.)
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'''{{iw|Cloak_of_Shadows Cloak of Shadows}}'''<br/>
Moving through the darkness, unseen by her foes, the enshrouded Assassin can steal past opponents or ambush her unsuspecting victims with a series of devastating attacks.
'''{{iw|Fade Fade}}'''<br/>
An Assassin can will her physical being to shift partially into the astral planes. As her body becomes less substantial, she becomes less susceptible to the effects of elemental attacks and magical curses.
'''{{iw|Shadow_Warrior Shadow Warrior}}'''<br/>
The Assassin trained in this discipline has the ability to project a “shadow” of herself. The Shadow Warrior makes use of the two skills the Assassin has readied for herself.
'''{{iw|Mind_Blast Mind Blast}}'''<br/>
Focusing her anima, an Assassin using this potent ability can crush the will of a group of enemies, stunning them and confusing the feebleminded into attacking their comrades.
'''{{iw|Venom Venom}}'''<br/>
Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats her weapons with vile toxins.
'''{{iw|Shadow_Master Shadow Master}}'''<br/>
This discipline allows an Assassin to project an even more powerful shadow avatar. The Shadow Master has access to all of the Assassin skills.
'''{{iw|Fire_Blast Fire Blast}}'''<br/>
This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordnance explodes on impact, damaging any foe within its small blast radius.
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'''{{iw|Shock_Web Shock Web}}'''<br/>
These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.
'''{{iw|Blade_Sentinel Blade Sentinel}}'''<br/>
This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.
'''{{iw|Charged_Bolt_Sentry Charged Bolt Sentry}}'''<br/>
This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.
'''{{iw|Wake_of_Fire Wake of Fire}}'''<br/>
Once erected, this trap releases waves of searing flames that incinerate any opponents within its path.
'''{{iw|Blade_Fury Blade Fury}}'''<br/>
Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.
'''{{iw|Lightning_Sentry Lightning Sentry}}'''<br/>
This device discharges great bolts of electricity, frying any assailants foolish enough to come near.
'''{{iw|Wake_of_Inferno Wake of Inferno}}'''<br/>
Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.
'''{{iw|Death_Sentry Death Sentry}}'''<br/>
This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies.
'''{{iw|Blade_Shield Blade Shield}}'''<br/>
This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.
Years of study and a life lived in harmony with nature have provided the Druids a unique empathy with the world around them. These skills represent the Druids' ability to influence the forces of nature. Expertise in these skills allows them to strike at enemies from a distance, assault whole groups of enemies at once, and even protect themselves from the elemental attacks of others.
'''{{iw|Firestorm Firestorm}}'''<br/>
Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes.
'''{{iw|Molten_Boulder Molten Boulder}}'''<br/>
By virtue of this talent, a Druid can summon forth a huge, rolling mass of magma, bowling over smaller enemies in its path before bursting into fiery shards.
'''{{iw|Arctic_Blast Arctic Blast}}'''<br/>
Aided by the will of the North Winds, the Druid conjures up a chilling torrent of frost that incapacitates all caught within the frozen blast.
'''{{iw|Fissure Fissure}}'''<br/>
Sending his plea to the very core of the earth, the Druid rends the earth’s very crust, tearing open volcanic vents beneath the feet of his adversaries, charring them to the bone.
'''{{iw|Cyclone_Armor Cyclone Armor}}'''<br/>
This skill allows the Druid to sheath himself in a swirling mass of charged particles that absorbs damage from fire-, cold-, and lightning-based attacks.
'''{{iw|Twister Twister}}'''<br/>
Calling to the winds, the Druid sends small whirlwinds advancing into the midst of his enemies, buffeting and stunning them as they go.
'''{{iw|Volcano Volcano}}'''<br/>
A Druid trained in this ability possesses the power to summon from the bowels of the earth a violent eruption, raining molten rock down upon all nearby foes.
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'''{{iw|Tornado Tornado}}'''<br/>
Manipulating the great winds into a fearsome cyclone, the Druid sends this force of destruction into a throng of opponents, crushing into them and leaving devastation in its wake.
'''{{iw|Armageddon Armageddon}}'''<br/>
This terrible force of nature’s vengeance rains down flaming stones around the Druid who cast it, pummeling any opponents foolish enough to be caught in its fury.
'''{{iw|Hurricane Hurricane}}'''<br/>
Particularly talented Druids can summon this most potent gale of devastation. A fierce storm wreaks havoc around him, while the Druid stays cradled within the gentle calm of its eye.
'''{{iw|Werewolf Werewolf}}'''<br/>
This ability allows an enlightened Druid to take on the form of a wolf, imparting to him quicker reflexes and heightened combat facilities.
'''{{iw|Lycanthropy Lycanthropy}} – Passive'''<br/>
Changing shape is quite a taxing ordeal for a Druid, and he can only assume animal forms for a limited time. This skill enhances his constitution while in animal form, thereby increasing the amount of time he can remain transformed.
'''{{iw|Werebear Werebear}}'''<br/>
This skill empowers the Druid with the capacity to assume the form of a savage bear, granting him great strength and fortitude.
'''{{iw|Feral_Rage Feral Rage}} – Werewolf only'''<br/>
When in wolf form, the Druid using this ability enters a frenzied rage, viciously tearing into foes and becoming heartier with each consecutive attack.
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'''{{iw|Maul Maul}} – Werebear only'''<br/>
A Druid in Werebear form uses his mighty paws to rend brutal gashes in the flesh of his enemies. Using this ability, the fury of his assault increases with every opponent he kills.
'''{{iw|Rabies Rabies}} – Werewolf only'''<br/>
When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents.
'''{{iw|Fire_Claws Fire Claws}} – Werewolf or Werebear'''<br/>
While in his animal form, a Druid can use his affinity with the natural elements in order to supplement his attacks with a blazing assault.
'''{{iw|Hunger Hunger}} – Werewolf or Werebear'''<br/>
Nature gives life, but it can also snatch it back. When a Druid using this ability bites an opponent, he drains some of his victim’s vital essence, replenishing his own.
'''{{iw|Shock_Wave Shock Wave}} – Werebear only'''<br/>
With a tremendous roar, the Druid shakes the earth, stunning any enemies in the surrounding area with the resultant tremor.
'''{{iw|Fury Fury}} – Werewolf only'''<br/>
The use of this skill drives the Druid into a bloodthirsty frenzy, attacking many foes with a raging fervor.
'''{{iw|Raven Raven}}'''<br/>
With enough training in this skill, a Druid can summon a conspiracy of ravens, who viciously attack any opponents with razor sharp talons, flying over obstacles even the Druid himself cannot traverse.
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'''{{iw|Poison_Creepe Poison_Creeper Poison Creeper}}'''<br/>
A more subtle ally, these intelligent vines travel through the ground and use their cruel thorns to poison any opponents they contact.
'''{{iw|Oak_Sage Oak Sage}}'''<br/>
The Druid uses this ability to call upon a helpful spirit of Nature to enhance his well-being, as well as the health of his companions.
'''{{iw|Summon_Spirit_Wolf Summon Spirit Wolf}}'''<br/>
This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague.
'''{{iw|Carrion_Vine Carrion Vine}}'''<br/>
The sentient plant summoned by this skill draws the corpses of your enemies into the ground, where it rapidly decomposes them, giving their life energies to the Druid who summoned it.
'''{{iw|Heart_of_Wolverine Heart of Wolverine}}'''<br/>
This ability grants the Druid the knowledge needed to summon into being a spirit that increases his skill in battle, as well as that of his party.
'''{{iw|Summon_Dire_Wolf Summon Dire Wolf}}'''<br/>
This blessing from Nature imparts to the Druid the ability to summon several great wolves. Though the wolf is already fierce in combat, its savagery becomes greatly inflamed as it consumes the corpses of fallen foes.
'''{{iw|Solar_Creeper Solar Creeper}}'''<br/>
This skill conjures forth an intelligent plant that draws the enemy’s dead deep into the earth, where it drains their spiritual essences and bestows them upon the Druid who summoned it.
'''{{iw|Spirit_of_Barbs Spirit of Barbs}}'''<br/>
The spirit invoked by this skill bestows upon the Druid and his company the mystical ability to reflect damage back at any opponents who injure them.
'''{{iw|Summon_Grizzly Summon Grizzly}}'''<br/>
This boon grants the Druid the aid of a tremendous wild bear with huge claws and great fangs that fights ferociously alongside him with terrible strength and unmatched fury.
'''Item Properties:''' As you adventure, keep in mind that even the regular magic items you find now have hundreds of new magical properties with many wondrous new effects to help your characters on their brave quests. They are far too numerous to list here, but keep an eye out for new magic item names; their explanations appear in the item’s pop-up description. (This text, which explains the properties and requirements of the item, appears when you have your Inventory window open, and highlight an item with your cursor.)
{|align="right" style="clear:right; margin: 0px 0px 5px 10px;"
|<div style="text-align:center;">Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br />[[Aust|Aust of Harrogath]]</div>
5th day of Montaht, Vespers<br /><br />
If [[Caldra]]'s prophetic words were not enough to<br />
move [[Qual-Kehk]] and his men to take up arms, then<br />
the black clouds of smoke rising in the south surely<br />
proved to be! We surmised that a great army was<br />
marching towards us, led by none other than [[Baal]],<br />
the Lord of Destruction. Our worst fears were<br />
confirmed when we lost all contact with our<br />
capital, [[Sescheron]].<br />
I fear the worst, but I put my faith in Qual-Kehk.<br />
He's always defended us against those who would<br />
attempt to assault sacred [[Mount Arreat|Mt. Arreat]]. It's likely<br />
that Sescheron was taken by surprise—may the<br />
[[Ancient]]s watch over them—but we, the sons of<br />
[[Harrogath]], remain vigilant. The ancient barricades<br />
and watchtowers built for this day stand ready, as<br />
they always have.<br />
The old prophecies speak of a dark day when<br />
destruction will wash over us like a torrent of<br />
blood and fire, leaving nothing but the ashes of our<br />
people in its wake. As I look south towards the<br />
darkening skies, I know that day of doom has<br />
finally come.
|}
{|align="right" style="clear:right; margin: 0 0 5px 10px;"|<center>Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br>[[Aust|Aust of Harrogath]]</center><br>5th day of Montaht, Vespers<br><br>If [[Caldra]]'s prophetic words were not enough to<br>move [[Qual-Kehk]] and his men to take up arms, then<br>the black clouds of smoke rising in the south surely<br>proved to be! We surmised that a great army was<br>marching towards us, led by none other than [[Baal]],<br>the Lord of Destruction. Our worst fears were<br>confirmed when we lost all contact with our<br>capital, [[Sescheron]].<br>I fear the worst, but I put my faith in Qual-Kehk.<br>He's always defended us against those who would<br>attempt to assault sacred [[Mount Arreat|Mt. Arreat]]. It's likely<br>that Sescheron was taken by surprise—may the<br>[[Ancient]]s watch over them—but we, the sons of<br>[[Harrogath]], remain vigilant. The ancient barricades<br>and watchtowers built for this day stand ready, as<br>they always have.<br>The old prophecies speak of a dark day when<br>destruction will wash over us like a torrent of<br>blood and fire, leaving nothing but the ashes of our<br>people in its wake. As I look south towards the<br>darkening skies, I know that day of doom has<br>finally come.|}'''Class-Specific Items:''' Items of this type can only be used by the character class for whom they were designed. In the original [[Diablo II]], there were certain items that anyone could wield, but that had properties only accessible to certain classes (e.g., the [[Necromancer]]'s wands or the [[Paladin]]'s scepters). In Diablo II: Lord of Destruction, there are specific items that are only usable by their intended class, possessing special abilities only pertinent to that class. Be sure to pay close attention to the requirements of each item as listed in its pop-up description to see if an item is class specific.
:* For some Sets, you no longer need to assemble the complete Set to receive its bonus abilities. You now receive partial bonuses for partially complete Sets.
:* A Set Item can now have more than two magic properties.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 26)</div>
<div style="float'''Socketed Items:right; text-align''' When playing Diablo II: right; backgroundLord of Destruction, you can now find “Socketed” versions of many more kinds of items, including armor and high-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 26)</div>quality, magic, Rare, and even Unique items. Be sure to read the description of a Gem, Jewel, or Rune to see what abilities it imparts to the different item types. 
'''Socketed Insertable Items:''' When playing Diablo II: Lord of Destruction, you can now find “Socketed” versions of many more kinds of items, including armor and high-quality, magic, Rare, and even Unique items. Be sure to read the description of a Gem, Jewel, or Rune to see what abilities it imparts to the different item types.Insertable Items: In addition to the Gems in the original Diablo II, Diablo II: Lord of Destruction provides two new types of items that you can place into an item’s empty sockets.
:* '''Jewels:''' Jewels are similar to Gems, except that instead of having predetermined magical abilities like a Gem, each Jewel possesses random magic properties, allowing you to bestow a wide variety of magical abilities to your Socketed Item. Some uncommon Jewels can have two or more magical properties. Before inserting a Jewel, its magical properties must be “identified” either by the use of a Scroll of Identity, or by a wise sage who can provide such a service.
 {|align="right" style="clear:right; margin: 0 0 0px 0px 5px 10px;"|<div style="text-align:center;">Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br/>[[Aust|Aust of Harrogath]]</center><brdiv>7th day of Montaht<br/><br/>Matins<br/><br/>It seems that I am not the only one who cannot sleep.<br/>[[Qual-Kehk]] readies his men even now, as I ready<br/>myself. This morning, I shall propose that we<br/>perform one of the long-forbidden [[Druid]]ic spells of<br/>warding. As [[Elder]]s, we alone are capable of<br/>summoning such tremendous energies. Though the<br/>ward may drain us of vital magical reserves, if our<br/>land is to be saved, we will do what we must.<br/>Our people once considered the Druids brethren—but<br/>after the terrible [[Mage Clan Wars|Mage Wars]], the Druids were<br/>exiled to the harsh wilds beyond our homeland. Since<br/>then, our Elders have kept their fearsome Druidic<br/>powers a closely guarded secret.<br/>The danger of unleashing such powers once again<br/>terrifies me. If done incorrectly, the warding spell<br/>could consume us all well before the arrival of Baal’s<br/>army. However, I have studied the rites, and I am<br/>confident that I can cast the warding correctly with<br/>the Council's help. The ward will bar passage to any<br/>spawn of Hell—even [[Baal]] himself. I intend to place it<br/>around the entirety of [[Harrogath]].<br/>Casting the spell in this fashion requires that all<br/>seven Elders venture outside the protective walls of<br/>our city. The danger is great.... We may all be killed.<br/>However, I see no alternative. I go now to take this<br/>
matter before the assembled [[Council of Elders]].
|}
 
:* '''Runes:''' Runes are small stones inscribed with magical glyphs that can be inserted into Socketed Items. Runes are different from other Insertable Items: not only do individual Runes have magical properties, certain combinations (or Rune Sets), when inserted into an item in the proper order, give that item even more wondrous abilities.
'''Charged Items:''' Some new magic items grant the use of certain skills to any character. Some of these items have skills that are only triggered under certain conditions, such as striking an enemy or being struck by one. Charged Items allow the wielder to use the skill at will, but only a limited number of times. To engage the skill granted by a Charged Item, left-click your right mouse button Skill Selection (or press the S key). The Charged Item skill is listed near the top of your list of available skills; left-click on its icon to select it. The skill can now be performed by right-clicking on a target. Charged Item skills have a limited number of uses, so be sure to check the item’s pop-up description or the lower right-hand corner of the skill icon to see how many charges remain. If any of an item’s charges are depleted, you can return to a nearby town and recharge the item by having the local Blacksmith repair it.
 
==Monsters==
In the initial stages of their campaign, the Three used a combination of relocated lesser demons and vile corruptions of native beasts to flesh out the ranks of their marauding host. To support him in his attack on the great Mt. Arreat, Baal knew that common rabble and poorly disciplined earthly mutations would never do, and so, to this end, he has enlisted some of his most powerful minions from the depths of his demesne.
 {|align="right" style="clear:right; margin: 0 0 0px 0px 5px 10px;"|<div style="text-align:center;">Excerpt from the [[Journal of Elder Aust of Harrogath|journal]] of Elder<br/>[[Aust|Aust of Harrogath]]</centerdiv>Compline<br><br/>My meeting with the Elders was as trying as I<br/>suspected it would be. They vehemently disagreed<br/>with my plan. [[Nihlathak]] argued that there must<br/>be another way to stop [[Baal]]’s assault, but neither<br/>he nor the others could offer a real alternative.<br/>In time, five of the Elders came to see that my<br/>plan was the only way. Regrettably, [[Qual-Kehk]]<br/>remained unconvinced.<br/>Though Nihlathak reluctantly agreed to<br/>participate in the spell, he refused to help convince<br/>Qual-Kehk of my plan’s merit. I must admit I was<br/>intimidated by Nihlathak—even though I am older<br/>than he and of higher standing within the council.<br/>When I pressed Qual-Kehk to support my plan, he<br/>bristled with anger. I cannot recall ever seeing him<br/>so upset—not even when his finest protégé left in<br/>search of adventure, never to return. But I stood<br/>firm in my resolve and finally convinced him that<br/>this alone could ensure the safety of [[Harrogath]].<br/>Even now, he readies his best men to guard us while<br/>we cast the Druid ward.<br/>As I write this, I can hear the screams of the dying<br/>in the distance…calling to us…mocking us. But before<br/>I cast what may be my final spell…I must see our<br/>beloved Anya one last time.<br><br/><span style="font-size:120150%;">Aust<br></span>Elder of Harrogath<br/>7th day of Montaht<br/>
1265 Anno Kehjistani
|}
 
 
===Reanimated Horde===
Whenever Baal needs vast numbers of troops to lay siege to some stronghold determined to resist him, he musters the Reanimated Horde. These undead minions are the twisted souls of dead soldiers whose hearts turned black while still alive and have been given a new existence in the service of Baal. Chosen from only the strongest and most fearsome of warriors, members of the Reanimated Horde are distinguishable from normal skeletons by their greater size and by their vicious charging attack. When you encounter a member of this dark army, kill it and make sure it stays down; they have the nasty habit of refusing to remain dead.
Paige Nittler, Richard & Sandra Schaefer, Megan Williams, Candi Strecker, Nicola Householder, Anna-Marcelle Okamura, Amber Okamura, Megan Okamura, Karen Weiss, Bernadete Sexton, Stephen Hu, Alan Hu, Johnathon Root, Caralee Schaefer, the beautiful Kris Brevik, Denise Hernandez, Talia Ehrlich, Kyle Matthews, Liz Scandizzo, Myra Rivero, Professor Allan Cruse, Brother John Keck, Shannon Kelly, Mike McBrine, Lynn & Ernest Brown, Zeno Dickson, Rosemary Morrissey, Rebecca Owen, Tim Miller, Flying Hands Massage, Brad Mason, Tom Ricket, Yun-Fong Loh, Nezumi, the Boey Family & Nok, Chan Kuan Chean, Cheeming's Homies, Friends of Bill W., Miles Inada, Kira England-Carroll, Fil DeAngelis, Big Idea Girl, Everquest, The Office Park Gym, Naps, Jerry Garcia, Philip K. Dick, Isaac Asimov, Scott Kurtz, Tom at EBX, Napster, Chris Rock, Noam Chomsky, Chevrolet, LMCTF and Loki's Minions, Sluggy Freelance, The Poxy Boggards, Mind Control Software, Mego Micronauts toys, Bongo & Clyde, Scarlet & Apollo, Littles & Baby, Leroy & Tyson, Dave Campbell, & Eric Pinkle, Edwin Braun at Cebas, Beau Perschall at Digimation, Ivan Kolev, Shag Hair, Stephanie Samia, Melissa Huggins, Jo Anne Carpenter, Greg Dale, Laura Clifton, Elizabeth Skelton, Tara Thomas, John and Gai Burnett, Sheryl "Swak" Narahara, Shelly "Saucy" Tasher, Lori Limon, Fred and Josephine Hormis, Suzanne DiPiazza, David Fincher, Mike and Anne Chamberlain, Jeremy Appelbaum, Ray the Soda Guy, Special Cinematic thanks to The Ramones, Jean-Marie Messier, Eric Licoys, Agnes Touraine, Luc Vanhal, Jay Meschel, David Gee, Cameron Buschardt, Jeff Strain, Paula Duffy, Todd Coyle, Danny Kearns, Tom Bryan, Ralph Becker, and the rest…
<div style="text-align:center;">
'''Special Thanks To'''<br />
Hubert Joly<br />
All the families of Blizzard North for waiting so<br />
patiently to see us again
</centerdiv>
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