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Diablo II Manual

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'''<span style="font-size:200%;">PLEASE NOTE!</span>'''<br>
There are more than one version of the Diablo II Manual in print and PDF. At the bottom of this article, there will be separately transcribed sections that only appeared in one of them.
 
==The Adept (Initiate, Part II)==
==Getting Around Town==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 24)</div>
===Interacting with townsfolk (NPCs)===
Interacting with townsfolk is important in Diablo II
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 27)</div>
===Waypoints===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 27)</div>The world of [[Sanctuary]] is huge and often there are great distances between towns and their outlying regions. During the [[Sin War]], the [[Horadrim]] devised a system of magic [[waypoint]]s to provide instant travel from one place to another. The [[magic]]s at work have long since been forgotten as the Horadric Mages have all but disappeared. However, these waypoints remain as a legacy to the Horadrim’s once-great power and the value of these devices cannot be denied.
Within every town and at various places throughout each Act you may find waypoints. Click on them to bring up the Waypoint Menu, displaying a list of destinations.
'''Waypoint Menu''' - This menu shows all possible locations to which you can travel. Be sure to click on waypoints as you find them to add their location to your Waypoint Menu. Waypoint destinations appearing in gray text are ones you have not yet discovered and activated. You can jump between any waypoints shown in blue text by clicking on its button in the Waypoint Menu. You may also access waypoints from other Acts using the Act Tab in this menu. Since waypoints are saved with your character between games, they are a quick way to bypass areas you have already explored.
<br><br>
==Developing Your Character==
'''Experience Points''' - This is the amount of experience that your character has already earned. You gain experience whenever you or your party members defeat monsters in combat.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 29)</div>
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'''Next Level''' - This is the amount of experience necessary to achieve the next level.
'''Energy''' - Energy determines how much Mana your character possesses.
:: '''Mana''' - Mana is your character’s spiritual essence. Each time certain skills are used, such as the Fire Bolt of the [[Sorceress]] or the Double Swing of the [[Barbarian]], some of this Mana is consumed. When you run out of [[Mana]], your character is temporarily unable to cast spells or use certain skills. Over time, your Mana regenerates.
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'''Stat Points Remaining''' - This shows the number of statistic points you have available for distribution among your attributes. When you gain a level, you earn five points to distribute to your attributes.
NOTE: Each skill point assignment is permanent, so choose wisely!
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 31)</div>
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Only a few skills are available to a new character. More skills will open up as you advance in level and invest in the prerequisite skills. Follow the lines on the Skill Tree and read the skill descriptions to determine the prerequisites needed for the more advanced skills.
When you select a new difficulty level, the world is again randomly regenerated and repopulated with even tougher creatures, as well as more valuable treasure. This allows you to continue to develop your character as far as you wish.
<br><br>
==Multiplayer Gameplay==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 3531)</div>One of the best ways to experience Diablo II is to play with other people. There are two Multi-player options on the Main Menu: Battle.net and Other Multi-player. On Battle.net, you can find literally thousands of other gamers to team up with (or compete against) in the quest to defeat Diablo. If you choose the Battle.net option, you play with Realm characters that are stored exclusively on the Battle.net Realm servers. By choosing the Other Multi-Player option, you play with Open characters that are stored on your computer, such as your Single Player characters. The Other Multi-Player options are Open Battle.net and TCP/IP. The Section following the Battle.net Realm section below has more detail about these two options.<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 38)</div> 
===Hardcore Characters===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 38)</div>After completing the entire game with a Battle.net Realm character, you will have the option to create a new type of character. To create a Hardcore character, select the “Hardcore” checkbox when creating and naming a new character. The important difference in a Hardcore character is that he or she has but a single life. Should your Hardcore character be slain, it is permanently erased from the game. Hardcore characters can only join games with other Hardcore characters.
Hardcore characters are designed for game players who live to ride on the edge of danger. Hardcore characters are ranked on a separate ladder on Battle.net, and receive special honorifics in their names, which appear colored blood red.
''Note: Blizzard Entertainment is in no way responsible for your Hardcore character. If you choose to create and play a Hardcore character, you do so at your own risk. Blizzard is not responsible for the death and loss of your hardcore characters for any reason including Internet lag, bugs, Acts of God, your little sister, or any other reason whatsoever. Consult the End User License Agreement for more details. Blizzard will not, and does not have the capability to restore any deceased Hardcore characters. Don’t even ask. La-la-la-la-la, we can’t hear you...''
<br><br>
==Amazons==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 39)</div>The [[Amazon]]s are women warriors who hail from a group of islands in the [[Twin Seas]], near the border of the [[Great Ocean]]. Only the permanently snow-covered peak of [[Mount Karcheus]] breaks the expanses of lush forests on the islands.
In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.
<br><br>
===Traits and Abilities===
While more than competent in [[melee|hand-to-hand combat]], training in the jungles of her native islands has shaped the [[Amazon]];s skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rivals are the [[Sisters of the Sightless Eye]]. But, unlike her sisters in arms, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of [[Prime magic]], [[Holy magic]] and ingenious weapon construction.
<br><br>
==Barbarians==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 40)</div>It is said that when the world was very young the tribes of the [[Northern Steppes]] were given a sacred charge. Somewhere deep within the great mountain, [[Arreat]], lies a source of great power, crucial to the well being of all humanity. The tribes act as guardians of [[Worldstone|this artifact]], and through this sacred duty, have shaped their way of life in observance of this power.
It is interesting that recently, since news of [[Diablo]]’s re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the [[Prime Evils]].
<br><br>
===Traits and Abilities===
Renowned for their awesome combat prowess as well as their arrogant demeanor, the [[Barbarian]]s appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. They derive their power chiefly through intense physical training, but they also tap primal energies from the living world around them. They can manifest these or add to their already considerable catalogue of superhuman feats of strength and power.
<br><br>
==Necromancers==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 41)</div>As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the [[Priests of Rathma]].
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy [[Diablo]] and his [[demon|brethren]]. For the mere presence of these [[Prime Evils]] on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.
<br><br>
===Traits and Abilities===
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 magic|Prime energies]] flowing through all living things.
<br><br>
==Paladins==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 42)</div>During the mid-twelfth century, after the [[Church of Zakarum]] had gained prominence in the East, the Church decreed that the visions of [[Akarat]] would be spread throughout the known world in order to redeem the masses. Thus, the Church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.
In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that their new [[Order of Paladins]] should protect the innocent, and that the evil corruption they fought was merely evidence of their forebear’s failure. They resolved to fight the true source of corruption, the Three [[Prime Evils]] - [[Diablo]], [[Baal]], and [[Mephisto]]. And so, these rebellious Paladins left their Zakarum brethren and ventured west.
<br><br>
===Traits and Abilities===
Paladins may use their skills to increase their prowess with sword and shield, as well as lend blessing “Auras” to themselves and to any who join them. They are particularly effective against the [[undead]], as they know many holy incantations effective against these types of creatures.
<br><br>
==Sorceresses==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 43)</div>The female [[mage clan]] of [[Zann Esu]] is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of [[Esu]] witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern jungles.
The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the [[Prime Evils]] is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of [[Evil]] wherever they are found.
<br><br>
===Traits and Abilities===
Athletic, affable, and self-assured, [[Sorceress]]es hardly seem like scholarly bookworms hidden away from civilization. Sorceresses possess many of the same skills as the male members of the Eastern [[mage clans]], but excel at the use of [[Elemental magic]]. Like most mages, they consider melee combat vulgar, and use [[magic]] almost exclusively to fight their enemies.
<br><br>
==Skill and Abilities==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 44)</div>Every character class has a unique set of skills, allowing them abilities far beyond simple combat. As you develop your character, you are presented with options on the types and nature of skills to develop. Your choices help to customize your character, giving them unique combinations of abilities you can truly call your own.
While each class specializes in different skills, it is useful for all character classes to have an understanding of the general types of magic they may encounter in the field:
'''Curses''' - [[Necromancer]]s 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.
<brdiv style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 45)<br/div
===Amazon Skills===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 45)</div>Intense training and stern discipline make the [[Amazon]]s formidable foes. Their agility and combination of magical and physical combat abilities make them flexible and adept opponents in battle.<br><br>
====Bow and Crossbow Skills====
'''{{iw|Magic_Arrow Magic Arrow}}'''<br/>
Far in the ancient past, Amazons found their glorious arboreal city of Tran Athulua under siege by the pirates of the Twin Seas. These cut-throats were determined to turn the [[Amazon Islands]] into their base of operations. The conflict lasted many months as the pirates laid in for a long siege. During the battle, supplies ran short, and the Amazon archers found themselves without ammunition. Realizing that their defense rested solely upon the ability of the archers to keep the corsairs at bay, the priests of the city prayed to [[Athulua]] to aid them. In answer, Athula infused the minds of the Amazons with the power to harness their natural spiritual energies. One by one the archers melded their determination and will into shards of physical force that they then unleashed from their bows by the thousands, firmly routing the corsairs back to sea.
::''Effect: Creates an arrow composed entirely from Mana. Damage starts at the same level as a normal arrow and increases with higher levels of training.''
'''{{iw|Fire_Arrow Fire Arrow}}'''<br/>
[[Hefaetrus]] is the Amazonian god of fire and rebirth who lives deep within the great volcano, [[Mount Arnazeus]], on the island of [[Philios]]. Although primarily the patron deity of farmers, from time to time he bestows his favors upon the warriors of the Islands, so they may keep safe his congregation. Through proper prayer and the sacrifice of many fierce enemies, an especially brave Amazon can attain the power to imbue her shots with the destructive power of fire, allowing her to rake blazing missiles from her bow.
::''Effect: Enchants an arrow with the additional damage of fire.''
'''{{iw|Cold_Arrow Cold Arrow}}'''<br/>
Although winter never seems to find its way to the ever-balmy [[Amazon Islands]], cold climates are not unheard of. The summit of [[Mount Karcheus]] on the island of [[Philios]] is covered with snow all year long. Deep within an icy cave secluded amongst its towering peaks, is the [[Great Hall of Mirrors]] where mighty [[Karcheus]] the Watcher sits upon his throne. Ever vigilant, Karcheus keeps watch over the people of the Amazons. Warriors who have trained within his temple are able to instill their shots with the power of a freezing wind.
::''Effect: Enchants an arrow, adding cold damage and slowing your enemy.''
'''{{iw|Multiple_Shot Multiple Shot}}'''<br/>
Legend has it that the fabled [[Amazon]] archer, [[Palashia]], bragged in her youth that she could best the combined skills of all her greatest rivals. Taking umbrage, her rivals gathered to challenge her outrageous boast, arranging a contest to decide the question. To preserve her honor, Palashia was to strike the targets of all her rivals before they could land a single arrow. When dawn arose on the day of the contest, Palashia stood ready with her bow. At the signal, her rivals nocked their arrows and loosed a volley towards their targets. Palashia gathered her energies, and let fly with her own, single arrow. To the amazement of onlookers, her arrow split into many, cleaving the arrows of her rivals, and moving on to strike every target directly in their centers. This mysterious technique quickly became a martial secret that only the finest archers are able to master.
::''Effect: Splits one arrow into several.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>'''{{iw|Exploding_Arrow Exploding Arrow}}'''<br/>
Another gift of [[Hefaetrus]], an [[Amazon]] warrior practiced in this skill can imbue the arrows that she fires with the ability to explode upon impact. The resulting detonation not only allows her to damage her intended target, but also anything caught within the explosive blast. The sight of a full battalion of Amazon archers firing a volley of such arrows is eerily beautiful. Many warriors, having witnessed good friends consumed by the flames of these arrows, vow never to fight against Amazon warriors ever again.
::''Effect: Adds fire damage to normal arrows and explodes on impact.''
'''{{iw|Ice_Arrow Ice Arrow}}'''<br/>
The second of the prizes [[Karcheus]] bestows to a true warrior, this skill enables the Amazon to instill her arrows with the glacial force of a fierce blizzard. Enemies struck by this power not only feel the icy sting of the enchanted shaft, but also the force of a chilling arctic wind that, mysteriously, they alone can feel.
::''Effect: Arrows have additional cold damage and momentarily freeze the target.''
'''{{iw|Guided_Arrow Guided Arrow}}'''<br/>
Hunting and fighting during the night and in the deepest darkness is a necessary skill to any daughter of the [[Amazon islands]]. Devoted disciples of [[Athulua]] can, with great difficulty and strict discipline, train themselves to fire their arrows at targets blindly, as if the hand of Athulua herself guided the arrows. As might be imagined, this is an art that the [[Sisters of the Sightless Eye]] have long envied and yet have never replicated.
::''Effect: Imbues an arrow with the ability to seek its nearest target.''
'''{{iw|Strafe Strafe}}'''<br/>
Once a warrior has attained this facility, she can fire a volley of arrows with amazing speed and precision, striking one target after another. Veteran mercenaries often tell a tale of a new recruit who was nearly struck down in battle because he was too distracted when first seeing an Amazon use this ability. Do not doubt his word, as he is probably referring to himself. Just smile and buy him another tankard of ale.
::''Effect: Fires a volley of arrows at multiple nearby targets.''
'''{{iw|Immolation_Arrow Immolation Arrow}}'''<br/>
[[Hefaetrus]] will sometimes bestow this ability to his greatest champions. These fire-instilled arrows burn with such a fierce intensity that the very earth surrounding where they impact ignites into flame. Although the fires last but a few moments, some say the effect is as if the pillars of the mighty kingdom of Hefaetrus were reaching up through the ground to strike down the enemies who linger nearby.
::''Effect: Enchants an arrow that does fire damage, and explodes into a patch of fire on the ground. Creatures passing through the flames take additional damage.''
'''{{iw|Freezing_Arrow Freezing Arrow}}'''<br/>
The greatest of the powers attained by those dedicated to [[Karcheus]] is the skill to imbue their arrows with the freezing power of a devastating avalanche. Enemies within the impact of a freezing arrow are frozen in their tracks and feel crushing pain, as if a mass of magical ice had toppled onto them.
::''Effect: Enchants an arrow to deliver cold damage that freezes any monsters near the point of impact.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 47)</div>
 
====Passive and Magic Skills====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 47)</div>'''{{iw|Inner_Sight Inner Sight}}'''<br/>
The lush canopy of trees covering the [[Amazon]] homeland allows little sunlight to reach the ground. To better adapt to their environment, the Amazons have developed a technique whereby they can attune themselves to the life forces in the surrounding area and transfer these energies into a source of luminescence. This enables the Amazon and her companions to see her enemies in shadow and darkness.
::''Effect: Illuminates monsters and decreases their ability to defend themselves.''
'''{{iw|Critical_Strike Critical Strike}} (passive)'''<br/>
Among the arsenal of techniques employed by the Amazon warrior is her ability to study opponents carefully and detect any weaknesses. She can then use these deficiencies in her adversary to strike at precisely those areas that will cause the greatest injuries.
::''Effect: Grants a chance to do double physical damage with ranged and thrust attacks.''
'''{{iw|Dodge Dodge}} (passive)'''<br/>
To anyone familiar with their natural agility, it should came as no surprise that the training regimen of an Amazon warrior includes exercises specifically designed to avoid potentially devastating blows in combat.
::''Effect: Grants a chance to move out of the way of a melee attack while standing still.''
'''{{iw|Slow_Missiles Slow Missiles}}'''<br/>
Through strict martial discipline and focus, an Amazon warrior can attune herself to her environment and the dangers around her, allowing her to react to these hazards with superhuman agility. One aspect of this ability is her knack for avoiding missile fire. Just as the Amazon must master the bow and javelin, she must also learn to defend herself from these same weapons. When an Amazon uses this ability, incoming projectiles appear to move slower than normal, enabling her to avoid them.
::''Effect: Slows the missiles of nearby enemies.''
'''{{iw|Avoid Avoid}} (passive)'''<br/>
This ability hones the natural defensive ability of an Amazon. If she stands still, she can predict incoming missile attacks and elude them before they reach her. Most Amazon people can do this if all of their thoughts to the task, but only a warrior trained in this skill can do this even whilst caught unaware.
::''Effect: Grants a chance to move out of the way of a missile attack while standing still.''
'''{{iw|Penetrate Penetrate}} (passive)'''<br/>
The warriors of the Amazon Islands are legendary for their ability to strike their mark with ranged weapons. Warriors with this skill are more likely to hit targets at a distance.
::''Effect: Additional chance to hit for ranged attacks.''
'''{{iw|Decoy Decoy}}'''<br/>
Amazons derive another benefit while learning to fight in the rainforests of their homeland. They learn, through misdirection and deception, to fool attacking forces into thinking there is another Amazon nearby. This subterfuge causes enemies to waste time and energy hunting down false prey while the Amazon moves in for the kill.
::''Effect: Creates a duplicate image to distract enemies.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)</div>'''{{iw|Evade Evade}} (passive)'''<br/>
A warrior skilled in Dodge and Avoid may eventually learn this additional ability. Once an Amazon has sharpened her defensive concentration to this level, she will eventually be able to dodge blows and other attacks while moving. This skill can also help keep the Amazon from harm as she moves out of the way of an exploding siege engine or avoids the wrath of an enraged Sorceress!
::''Effect: Grants a chance to escape any attack while moving.''
'''{{iw|Valkyrie Valkyrie}}'''<br/>
When a warrior has proven her devotion to Athulua through her brave deeds and exceptional skill in battle, the Goddess shows her favor by granting a spiritual emissary to aid the Amazon. These emissaries of Athulua are called Valkyrie, and they are the spirits of the greatest heroes from the Amazon people. The power to summon a Valkyrie is the greatest honor 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.
::''Effect: Summons a powerful Valkyrie warrior to fight by your side.''
'''{{iw|Pierce Pierce}} (passive)'''<br/>
After long hours of training, an Amazon warrior’s bow arm can develop tremendous amounts of strength. With this strength, and some additional training, the Amazon is able to maximize the power of her bow, enabling her to penetrate multiple targets with a single arrow.
::''Effect: A chance that your missile will continue through its victim.''
====Spear and Javelin Skills====
'''{{iw|Jab Jab}}'''<br/>
Hunting in the dense rain forests of the Amazon Islands is fraught with many obstacles. Confining overgrowth and fierce indigenous animals conspire to make combat difficult, if not impossible. Early in training, Amazon spear-women must learn to overcome these conditions. By honing their hunting techniques to the point where they are able to deliver many powerful spear thrusts in rapid succession, they learn to finish off one opponent before turning to slay another. The Jab is the most basic of the skills designed to accomplish this tactic.
::''Effect: Multiple attacks within the time span of a normal attack, each jab a bit less powerful than the last.''
'''{{iw|Power_Strike Power Strike}}'''<br/>
Zerae is the bride of Hefaetrus, and her dominion is vengeance and storms. If an Amazon warrior is on a mission to right a great wrong and has proven herself worthy, the goddess will empower her with the ability to add the electrical power of the mighty hurricanes of the Southern Seas to her stabbing spear attacks.
::''Effect: Adds lightning damage and increases normal damage to thrusting attacks.''
'''{{iw|Poison_Javelin Poison Javelin}}'''<br/>
Amazon healers have long since ascertained the potent toxicity of their native flora. Any Amazon warrior devoted to this study is able to recognize particularly lethal strains of plant life, even while traveling in foreign lands. This knowledge allows her to create weapons from particularly virulent woods.
::''Effect: Thrown javelin causes poison damage and leaves a trail of poison clouds.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 49)</div>
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 49)</div>'''{{iw|Impale Impale}}'''<br/>
Although deftness and superior hand-eye coordination are the hallmarks of the Amazon warrior, they are also well known for the ferocity of their attacks. An experienced warrior is able to focus her fury and deliver blows so powerful that they have been known to shatter their weapon in the process.
::''Effect: A more powerful attack with an increased chance the weapon will lose durability.''
'''{{iw|Lightning_Bolt Lightning Bolt}}'''<br/>
If an Amazon warrior has proven herself worthy, the goddess Zerae can empower her withthe ability to strike down enemies by hurling javelins charged with power as if she had snatched lighting from the heavens.
::''Effect: Leaves a trail of lightning and does lightning damage.''
'''{{iw|Charged_Strike Charged Strike}}'''<br/>
An Amazon devoted to the path of Zerae will be able to harness the forces of vengeance and storms. During Rites of Vengeance, Zerae will confer to the Amazon attacks that unleash a wild burst of electrical energy, striking down nearby enemies. A grizzled veteran of the Time of Troubles once said: “Spear-women walking the ‘Path of Zerae’ are best given wide berth, for they can be as violent and indiscriminant as the storms on the Twin Seas”.
::''Effect: A lightning attack that releases charged bolts''
'''{{iw|Plague_Javelin Plague Javelin}}'''<br/>
Practiced and cunning warriors are able to incorporate poisonous vegetation into the organs of wildlife, creating highly infectious and deadly bladders that the Amazons affix to their javelins. These javelins strike a target and explode into noxious and putrescent clouds. Entire armies of creatures and of men have been slaughtered by the ingenious use of these biological agents. The choking cloud created by a plague javelin will incapacitate even the strongest foes.
::''Effect: Similar to Poison Javelin with an additional cloud of expanding poison at the point of impact.''
'''{{iw|Fend Fend}}'''<br/>
Once an Amazon warrior has attained mastery over the spear, she can engage and destroy multiple enemies in close quarter battle. Many of those enemies will be lucky to be alive after the vicious onslaughts of these attacks have ended. Grand Mistress Celestia was able to demonstrate this ability to the Initiates of Athulua by striking down a dozen experienced warriors in the space of an arrow’s flight.
::''Effect: Rapidly strikes several close targets.''
'''{{iw|Lightning_Strike Lightning Strike}}'''<br/>
Through focus and intense devotion to [[Zerae]], an experienced warrior can harness Zerae’s gift of lighting to great effect. Such a warrior is able to call upon the Goddess’ might to destroy her enemies, unleashing a bolt of lighting that arcs from foe to foe.
::''Effect: Does lightning damage and releases chain lightning from target.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 50)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 50)</div>'''{{iw|Lightning_Fury Lightning Fury}}'''<br/>
Possibly the most devastating, and certainly the most spectacular, of all the techniques learned by an Amazon warrior is Lightning Fury. The High Priestess of [[Zerae]] will teach select Amazons the secret of focusing the power of the goddess, consecrating a javelin to become the ultimate weapon of vengeance. The energy contained within the javelin is so powerful that its electrical energy explodes from its stricken target, releasing bolts of lightning that strike down hapless foes nearby. Swift and powerful is the justice administered by an eminent Amazon.
::''Effect: Creates a powerful lightning bolt that releases multiple lightning bolts from target.''
<br><br>
===Barbarian Skills===
Out of necessity, the nomadic [[Barbarian]]s must be highly skilled to survive in their harsh environment. Through oral tradition, patient teaching, and the occasional hard knock, Barbarians quickly acquire a host of combat and survival skills that are unrivalled throughout Sanctuary.
<br><br>
====Combat skills====
'''{{iw|Bash Bash}}'''<br/>
The immense physical strength of the [[Barbarian]] people is widely known, so it should come as no surprise that this is one of the first skills that they develop as a warrior. Summoning up their renowned brute strength a Barbarian can deliver a powerful and painful blow that staggers an enemy from its feet, knocking them back.
::''Effect: A powerful smashing blow that knocks the target back.''
'''{{iw|Leap Leap}}'''<br/>
Because of his great strength, a trained barbarian warrior is able to perform great leaps. These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.
::''Effect: Barbarian jumps and knocks back enemies where he lands.''
'''{{iw|Double_Swing Double Swing}}'''<br/>
A Barbarian warrior learns to fight with a weapon in each hand, for after all, are not two weapons better than one? A young Barbarian learns to use both hands independently of each other, striking simultaneous blows at separate targets. As his talent grows in this skill, he attacks with increasing control and accuracy.
::''Effect: A quick double attack that can damage two nearby enemies.''
'''{{iw|Stun Stun}}'''<br/>
An experienced Barbarian can learn to strike an opponent in areas that promote the maximum effect. By putting enough strength behind a well-placed blow, he can leave an opponent dazed and unable to strike back or flee.
::''Effect: A successful attack briefly stuns the enemy.''
'''{{iw|Double_Throw Double Throw}}'''<br/>
To a Barbarian, fighting with two weapons is considered a fairly simple feat. Not so simple is mastering the art of throwing two weapons simultaneously and accurately. Many young Barbarians are eager to learn this skill, for they will tell you it is concrete proof that they have risen to greatness as a warrior. In truth, they use this skill in tavern games almost as often as they do in battle, winning wagers from unsuspecting drunkards.
::''Effect: Throws two weapons.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 51)</div>'''{{iw|Leap_Attack Leap Attack}}'''<br/>
A young treasure hunter once sought his fortune in a raid for Barbarian gold on Mount Arreat. Hearing tales of the Barbarian people’s expertise in close combat, he hired a phalanx of mercenary spearmen to accompany him, thinking their long spears would force the Barbarian warriors to fight from a distance. He soon learned his mistake as a single Barbarian warrior was enough to slaughter his entire party. Ambushing the raiding party from a patch of scrub grass, the Barbarian leapt over them, slaying one whilst airborne, and skewering two more as he landed. Before the would-be thief could draw a single breath, all of his hired lancers had been dispatched. It was a long walk home.
::''Effect: Leaps onto a target and attacks when landing.''
'''{{iw|Concentrate Concentrate}}'''<br/>
Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A Barbarian trained in this skill learns how to focus his strength into a single blow that cuts through the guard of an enemy and slices through their armor. This technique also puts the warrior in a superior defensive position.
::''Effect: An uninterruptible attack that also temporarily improves your defense.''
'''{{iw|Frenzy Frenzy}}'''<br/>
Although a Barbarian is capable of calculated blows and tactical fighting techniques, it is his fierce passion for battle that distinguishes him in battle. While using this skill, a Barbarian drives more and more force into each successive blow as his anger and bloodlust mounts.
::''Effect: Every successful hit increases your velocity and attack speed.''
'''{{iw|Whirlwind Whirlwind}}'''<br/>
Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians learned to emulate the swirling mélange of the cyclone in their attacks. As time went on and the tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to all of the Barbarian people.
::''Effect: A fierce spinning attack.''
'''{{iw|Berserk Berserk}}'''<br/>
There is a fine line between passion and rage, something the Barbarian warrior knows well. A Barbarian must learn to tread this line while separating one from the other and drawing strength from both. One of the most powerful combat skills a Barbarian can learn is to cross that line into rage, expending the sum of his energy and slaying everything without regard for consequences. When you have slain all of your enemies, what is left to fear?
::''Effect: A powerful attack that leaves the Barbarian more vulnerable.''
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====Combat Masteries====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 52)</div>'''{{iw|Sword_Mastery Sword Mastery}} (passive)'''<br/>
Although there are many gifts from the Great and Ancient King Bul-Kathos, the greatest of these is the secret of steel. Raw iron is hardened and made resilient, forged into weapons of honor and power. Most mortal swords are patterned after the blade first wielded by Bul-Kathos himself. Balancing offense with defense, it is the perfect weapon for the defense of Mount Arreat in the coming apocalypse. All Barbarian warriors learn the secrets of steel at an early age, yet few truly master the deadly elegance of the sword. Those few who do often disdain all other weapons.
::''Effect: Increased damage and Attack Rating when using swords.''
'''{{iw|Axe_Mastery Axe Mastery}} (passive)'''<br/>
Barbarian warriors of the Shadow Wolf Tribe are masters of the axe. Through the axe, they sought to match the swiping claws and the biting teeth of the wolves with which they lived and fought beside. These first axes were but crude stones mounted on wooden hafts, and after learning the secret of steel and swords from Bul-Kathos, the axe soon fell into disfavor. Recently, however, warriors and smiths from the Steppes have perfected the axe as a weapon equal to or greater than the sword. The Wolf Tribe once again teaches the swift and terrible power of the axe to those who wish to learn how to cull the weak from the herd and to protect their pack from the legions of Hell.
::''Effect: Increased damage and Attack Rating when using axes.''
'''{{iw|Mace_Mastery Mace Mastery}} (passive)'''<br/>
Barbarians who have quested with the mighty Bear Tribe are masters of the Mace. From simple wooden clubs to the contemporary, armor-defeating flanged mace, warrior masters wield these weapons to devastating effect. As the Bear shaman, Koth, said to those who favor the sword and axe, “When you are beset by hordes of the walking dead, do not come weeping to me if you have turned away from the wisdom of Bear.”
::''Effect: Increased damage and Attack Rating when using maces.''
'''{{iw|Pole_Arm_Mastery Pole Arm Mastery}} (passive)'''<br/>
Members of the Crane Tribe value distance, grace and a single overwhelming blow over the close grappling form advocated by the Bear Tribe. Though the two clans were wary of one another for many generations, recently the nomadic peoples have commingled and now share their powerful techniques with all that would learn. Crane warriors evolved their pole arm technique from dealing with mounted raiders and fighting in the shallow river waters found in the steppe. A master of the pole arm avoids physical contact with his opponent until he can land a single killing blow.
::''Effect: Increased damage and Attack Rating when using pole arms.''
'''{{iw|Throwing_Mastery Throwing Mastery}} (passive)'''<br/>
Although not as well known for their use of bows and other such ranged weapons, hunters from the Steppes have practiced the use of thrown weapons since earliest times. The open grasslands of their native soil are well suited for taking down game with swift and accurate blows from a hurled blade. It seems a natural evolution and a simple matter for them to have transferred this skill to combat.
::''Effect: Increased damage and Attack Rating when throwing a weapon.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 53)</div>'''{{iw|Spear_Mastery Spear Mastery}} (passive)'''<br/>
Warriors of the Snake Tribe, who favor the spear and are known for their cold eyes and sibilant battle chants. Only seasoned warriors may apply to the spear the techniques of the Snake—a patient teacher that reminds us that all foes can be defeated in time. These are lessons learned from the many dangerous pit vipers that breed among the steppes surrounding Mount Arreat.
::''Effect: Increased damage and Attack Rating when using spears.''
'''{{iw|Increased_Stamina Increased Stamina}} (passive)'''<br/>
The tribes of the northern Barbarians are a nomadic people, roaming the vast open plains of the Northern Steppes. Being raised in this environment has strengthened the Barbarian people. Simply by looking at a member of the northern clans, you can tell that they are more hale and hearty than the average person. Such is their vigor! Through strict conditioning, the Barbarian warriors can train their bodies to endure tremendous physical exertions, and at a moments notice can be ready for battle.
::''Effect: Increases stamina, and stamina recovery rate.''
'''{{iw|Iron_Skin Iron Skin}} (passive)'''<br/>
The harsh grasslands of their homeland offer the Barbarian people little refuge from the elements. Constant prolonged exposure to the sun, wind, rain and other elements has toughened their skin to the resilience of natural leather.
::''Effect: Improves overall defense.''
'''{{iw|Increased_Speed Increased Speed}} (passive)'''<br/>
It is a fatal assumption that the Barbarian warrior is slow and ponderous. His great bulk belies a very agile individual. A lifetime of patrolling the vast plains of his native soil, where it is often necessary to cover great distances in very little time, has empowered the Barbarian warriors with the ability to walk and run at surprising rates of speed.
::''Effect: Increases your walk and run speeds.''
'''{{iw|Natural_Resistance Natural Resistance}} (passive)'''<br/>
In order to survive the unforgiving lands of the north, the people of the Barbarian tribes have developed hardy resistances to the common elements. Heat and cold alike are something they endure often. Since food is scarce while foraging, they have learned to consume species of plants that would slay normal men. Through additional training, a warrior can further fortify himself against these dangers, allowing him to better survive while traveling to unfamiliar lands and battling unknown foes.
::''Effect: Increases resistances to elemental damage.''
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====War Cries====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 54)</div>'''{{iw|Howl Howl}}'''<br/>
A Barbarian warrior in battle is a fearsome enough sight. They cover their bodies with strange markings and the fire in their eyes can be seen from across a battlefield. Early in his training a warrior must learn how to tap the primal energies around him and utter a howl in battle—a bellow so fierce that it will send even the battalions of the Burning Hells running in fear.
::''Effect: Frightens monsters into retreating.''
'''{{iw|Find_Potion Find Potion}}'''<br/>
When a warrior is injured while out in the field, he must find ways to effectively heal wounds. By picking among the glands and entrails of the recently dead, a Barbarian warrior can sometimes scavenge enough ingredients to make a powerful healing elixir. Some Barbarians are skillful and fortunate enough to find ingredients for a potion that restores not only their health but their spirit as well.
::''Effect: Grants a chance that a Health, Mana or Rejuvenation potion can be derived from a corpse.''
'''{{iw|Taunt Taunt}}'''<br/>
Pinpointing an opponent’s physical weakness is not the only talent a warrior of the Steppes possesses. He can often ascertain what emotional strings might push a foe into a fight, against its better judgment. A Barbarian taunting an opponent into a blind rage hopes to capitalize on the mistakes enemies may make while so angered. It is this ability that causes Barbarian’s to have a poor reputation as drinking partners.
::''Effect: Taunts a monster to fight you.''
'''{{iw|Shout Shout}}'''<br/>
Barbarian warriors are born to command in battle. When a warrior learns this skill he can raise his voice above the din of combat to shout warnings of impending blows to his comrades in arms. This will alert them in time to allow them to guard against the incoming attack.
::''Effect: Increases the defense of friendly units.''
'''{{iw|Find_Item Find Item}}'''<br/>
To most people, searching the bodies of the recently slain is a distasteful chore. Quite happy with procuring whatever items are readily visible and moving on, most people often miss useful items. The Barbarian people have never had the luxury of abundance, and their harsh existence has taught them to scavenge every part of the dead for the items they need to survive. What use do the dead have of gold?
::''Effect: Grants a chance that an item can be found on a corpse.''
'''{{iw|Battle_Cry Battle Cry}}'''<br/>
Gifted Barbarian warriors can benefit from their connection to their totem animals to exploit the primal fears of their opponents. Once a Barbarian unleashes the Battle Cry, even the legions of the dead will become so distracted that they falter in their quest for victory. This permits the warrior an easy kill.
::''Effect: Frightens nearby enemies and lowers their defense.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 55)</div>'''{{iw|Battle_Orders Battle Orders}}'''<br/>
Although skillful in single combat, the Barbarian warrior also has a talent for group tactics. It is this ability that makes him a natural leader in combat. An experienced warrior can use this skill to better array his forces in battle, enhancing their ability to overcome the enemy.
::''Effect: Increases Mana, Life, and Stamina of party members.''
'''{{iw|Grim_Ward Grim Ward}}'''<br/>
This skill allows the Barbarian to fashion a totem out of the carcass of his slain enemies. The resulting talisman serves as a grave warning to all of the minions of the Prime Evils. The mere sight of the Totem causes monsters to flee in terror. With additional training the warrior can increase the potency of the ward.
::''Effect: Turns a corpse into a fetish that will frighten monsters away.''
'''{{iw|War_Cry War Cry}}'''<br/>
Summoning the ancient powers known to his people, a Barbarian warrior can call on his spirit animal and lash out at his enemies with a cry that halts them in their tracks—a powerful anguish rising to burn the depths of their being. It is this skill that gives rise to the legends of Barbarians being able to sap the life from a creature with a single word.
::''Effect: Damages and stuns your enemies.''
'''{{iw|Battle_Command Battle Command}}'''<br/>
Using this skill a Barbarian can examine the abilities of his companions and, during battle, determine how best the group should apply their various skills. It is this skill as well as their natural abilities as leaders that are gradually shedding the long held stereotype that the Barbarian people are merely ignorant savages.
::''Effect: Temporarily increases the skills of party members.''
<br><br>
===Necromancer Skills===
The Art of [[Necromancy]] is mysterious and commonly misunderstood. Though [[Necromancer]]s yield neither to the shadows nor to the light, outsiders still refer to their craft as the [[Black Arts]]. Regardless of rumor, the skills that Necromancers employ are truly some of the most terrifying powers in the land.
<br><br>
====Curses====
'''{{iw|Amplify_Damage Amplify Damage}}'''<br/>
This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe.
::''Effect: Increases the amount of damage received.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 56)</div>'''{{iw|Dim_Vision Dim Vision}}'''<br/>
Damning an enemy to the darkness of their own evil, this curse surrounds the afflicted in a sphere of perfect darkness and silence, blinding them. This allows a Necromancer and his party to slip by unnoticed or maneuver close for a more effective attack.
::''Effect: Decreases radius of awareness.''
'''{{iw|Weaken Weaken}}'''<br/>
This bane allows the Necromancer to sap the strength from his enemy. Enemies are enfeebled to the point that their blows become highly ineffective.
::''Effect: Decreases the damage the target can do.''
'''{{iw|Iron_Maiden Iron Maiden}}'''<br/>
This spell curses a creature, condemning them to receive whatever pains they inflict upon others. The greater the skill of the Necromancer, the greater the magnitude of torment the victim receives for his wrongdoings.
::''Effect: Damage dealt is damage received.''
'''{{iw|Terror Terror}}'''<br/>
This curse causes its victim to hallucinate, conjuring their greatest fear in corporeal form before their eyes. They believe these apparitions are real and run from them as long as the curse affects them.
::''Effect: Cursed monsters run in fear.''
'''{{iw|Confuse Confuse}}'''<br/>
Necromancers can tap into the spirit realm, channeling bitter and mischievous spirits into the minds of nearby enemies. The victims are bombarded with the gibbering of the dead, which, indistinguishable from their own thoughts, urge them to strike at friend and foe alike. The discordant wailing of these spirits builds to a crescendo, eventually driving the victim mad.
::''Effect: Cursed monsters attack randomly.''
'''{{iw|Life_Tap Life Tap}}'''<br/>
This skill allows the Necromancer to literally suck the life from his victims. The Necromancer is able to reach into the wellspring of mortality and siphon off its essence, consuming it to replace his own.
::''Effect: Attacking a cursed soul gives you health.''
'''{{iw|Attract Attract}}'''<br/>
This hex causes hallucinations in enemies which force them to stop whatever activity they were engaged in and aid the Necromancer in his attacks. Battling their former allies with an unnatural ferocity, this is a vastly demoralizing turn of events for the enemy.
::''Effect: Causes other monsters to target your enemy.''
'''{{iw|Decrepify Decrepify}}'''<br/>
This curse gives the victim a glimpse of his own mortality, briefly aging the victim. Imagining itself with an infirm body of advanced age, the afflicted believes it is no longer capable of youthful exertions.
::''Effect: Slows speed of the cursed.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 57)</div>'''{{iw|Lower_Resist Lower Resist}}'''<br/>
Simply put, this skill increases an enemy’s susceptibility to the harsh effects of the elements and elemental magics. Skin burns like paper, chills cut to the bone, and lightning is drawn to the victim as if the were a bar of iron in a rainstorm.
::''Effect: Elemental attacks do more damage to the cursed monster.''
====Poison and Bone Spells====
'''{{iw|Teeth Teeth}}'''<br/>
One of the first gifts of Rathma, this skill allows the Necromancer to summon forth the Den’Trag, or Teeth of the Dragon Trag’Oul. The Necromancers believe that Trag’Oul is the beast on whose back the world lies. In the balance of all things, it is thought that Trag’Oul is the fulcrum point. He is the closest thing the cult of Rathma has to a deity and this spell is the manner in which he protects his chosen.
::''Effect: Summons multiple projectiles that damage enemies.''
'''{{iw|Bone_Armor Bone Armor}}'''<br/>
This spell summons a barrier created from the bones of fallen warriors. The armor revolves around the Necromancer, protecting him against all attacks. Although enchanted, the armor does take damage and will eventually crumble.
::''Effect: A protective shield that absorbs damage.''
'''{{iw|Poison_Dagger Poison Dagger}}'''<br/>
The apothecary skills of the Necromancer lay fundamentally in the studies of venoms, toxins and other poisonous substances. Not only can a skilled Necromancer identify the various strains of poison that he might come across, but he also maintains a ready supply of samples. Rarely does he shy from their use. In a common application of this skill, the Necromancer paints his dagger with a thin coat of virulent poison. The greater his ability, the more potent the poison.
::''Effect: Adds poison damage to a dagger.''
'''{{iw|Corpse_Explosion Corpse Explosion}}'''<br/>
Every corpse created as a result of a violent death carries with it the anguish of its final moments. With this spell the Necromancer is able to call upon those energies and focus them into a single violent force. This force then expels itself from the carcass with such power that it causes a dramatic explosion.
::''Effect: The targeted corpse explodes, damaging all nearby enemies.''
'''{{iw|Bone_Wall Bone Wall}}'''<br/>
This spell enables the Necromancer to call upon the remnants of the spirits of all the creatures who have ever died in the area. It accumulates their fossilized remains and summons forth from the ground a barrier of dense, fossilized bone. This spell is an effective method for keeping adversaries from reaching a Necromancer, while allowing him to attack from range or make his escape.
::''Effect: Creates a barrier of bone.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 58)</div>'''{{iw|Poison_Explosion Poison Explosion}}'''<br/>
This spell permits the Necromancer to accelerate the decomposition of a corpse to an alarming degree. So rapidly does the corpse putrefy, that the toxic gases, normally accumulated in dead tissue over time, explode forth from the carcass in a cloud of poisonous vapors.
::''Effect: Releases a cloud of poisonous gas from a corpse.''
'''{{iw|Bone_Spear Bone Spear}}'''<br/>
Also known as the Talon of Trag’Oul, this spell summons a long shaft of bone issuing forth from the caster and piercing any opponents in its path. Since the force of this projectile is mystical as well as physical it can pass through one opponent and carry on to the next, rending and tearing through whatever is in its path.
::''Effect: Summons a magical missile of bone.''
'''{{iw|Bone_Prison Bone Prison}}'''<br/>
Similar to the Bone Wall, a Necromancer with this skill can summon a spirit wall of bone in the form of an enclosing ring. This prison traps all enemies within its circumference. Imprisoned within a cage of bone, the captives are held helpless until they can summon the strength to break through its skeletal confines or the Necromancer loses his hold over the spirits.
::''Effect: Summons a ring of bone to surround a target.''
'''{{iw|Poison_Nova Poison Nova}}'''<br/>
This spell befouls the atmosphere surrounding the caster. With an arcane chant, the Necromancer corrupts the very air we breathe and causes it to erupt in all directions. It is from years of investigation and preparation that the Necromancer can choose a poisonous gas that is toxic to the minions of evil, yet harmless to himself and his companions.
::''Effect: A ring of poison explodes from the Necromancer.''
'''{{iw|Bone_Spirit Bone Spirit}}'''<br/>
This powerful spell briefly summons the spirit of a vengeful revenant. This skeletal specter immediately seeks out its objective, ripping free a portion of the target’s soul and carrying it away to the plane of the dead. This is not a true summoning spell, however, as the Necromancers have not yet determined how to control these wraiths. For now, it is enough that they are able to shield themselves and their companions from their wrath!
::''Effect: Spirit tracks down a target, or finds one of its own.''
<br><br>
====Summoning Spells====
'''{{iw|Raise_Skeleton Raise Skeleton}}'''<br/>
Early on, Necromancers learn to control the skeletal remains of deceased creatures. Invoking this skill causes a nightmarish jumble of animated bones to rise from a fresh corpse. Animated partially through their own will and partially through the summoned spirits of ancient warriors, Necromancers often maintain a small host of these reanimated soldiers to do their bidding.
::''Effect: Raises one skeleton per skill level to fight for you.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 59)</div>'''{{iw|Skeleton_Mastery Skeleton Mastery}}'''<br/>
As the Necromancer’s knowledge of the undead improves, he is able to harness and divert more powerful spirits to inhabit the corpses of the recently dead. A Necromancer who possesses this skill is able to raise skeletons and skeletal mages of a much more powerful variety.
::''Effect: Improves the quality of your raised skeletons, magi, and revived.''
'''{{iw|Clay_Golem Clay Golem}}'''<br/>
While it is fairly simple for a Necromancer to animate dead tissue, it is another matter entirely to instill the spark of life into inanimate objects. The Clay Golem is the simplest form of this complex art, creating a servant directly from the earth to serve the Necromancer. The intense drain this places on the psyche of the caster only allows him to maintain a single Golem of any type at a time.
::''Effect: Raises a Golem from the earth to fight for you.''
'''{{iw|Golem_Mastery Golem Mastery}}'''<br/>
Developing this skill permits the Necromancer to divert more of his will and energies into his artificial creations. This allows the Necromancer to create more robust golems and control them with greater finesse.
::''Effect: Enhances speed and life of golems.''
'''{{iw|Raise_Skeletal_Mage Raise Skeletal Mage}}'''<br/>
Dead warriors are not the only heroes that a Necromancer may summon to inhabit his creations. Many a Necromancer regales in raising the corpses of long dead wizards and bending them to his will. The priests of Rathma feel that this is the proof of the dominance of their particular branch of the mystic arts.
::''Effect: Raises a Skeletal Mage that fights for you with an elemental attack.''
'''{{iw|Blood_Golem Blood Golem}}'''<br/>
Utilizing a small quantity of his own blood, the Necromancer is able to give life to a creature neither living nor dead, yet formed of human tissue. This homunculus gains nourishment from the fresh blood of its slain enemies, from which it replenishes its strength. Tied to the Necromancer through the mage’s own blood, the Blood Golem is able to share this stolen life force with his master. Unfortunately, the link flows both ways, and any damage taken by the Golem is also transmitted to the caster.
::''Effect: Summons a Golem that is linked to the caster’s health.''
'''{{iw|Summon_Resist Summon Resist}}'''<br/>
Powerful heat, freezing cold and intense electrical attacks can take a serious toll on the bound servants of any Necromancer. By developing this skill, a Necromancer can permeate his summoned minions with a protective energy that strengthens their protection to the natural and mystical elements alike.
::''Effect: Raises elemental resistances of your minions.''
'''{{iw|Iron_Golem Iron Golem}}'''<br/>
While many mages spend their lives devoted to studying the transmutation of base metals into gold, the Necromancers have always had a somewhat different approach to transforming metals. Through complicated arcane rituals and great mental concentration, a Necromancer can summon forth a Golem from common base metals. The construct takes on the properties of the original source material, including any magical effects or other properties the original metal might have possessed.
::''Effect: Summon a Golem from a metal item. The golem gains properties of the item.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 60)</div>'''{{iw|Fire_Golem Fire Golem}}'''<br/>
It is believed that all life was forged when fire, earth, iron and flesh were combined. A Necromancer learned in this art can summon a Golem constructed entirely from living flame. The Necromancer summons the Golem through accelerating particles of the air at an ever increasing pace. These particles then ignite and the Golem crackles into existence,
seemingly out of thin air.
'''{{iw|Revive Revive}}'''<br/>
The ultimate goal of a Priest of Rathma is the perfect reanimation and control of a dead creature, maintaining the purity and properties of its body while releasing its soul to allow the Necromancer full control. When a Necromancer at long last gains this ability, he can truly claim mastery of the Great Cycle of Being.
::''Effect: Resurrects a monster to fight for you.
<br><br>
===Paladin Skills===
====Combat Skills====
'''{{iw|Sacrifice Sacrifice}}'''<br/>
At what price glory? By sanctifying his weapon with some of his own blood, a Paladin of Zakarum is able to increase his efficiency in combat by forfeiting a portion of his own physical essence. This sacrifice is a symbol of faith that even the lowliest Paladin must submit before the Light, in order that he may prove himself worthy of victory.
::''Effect: Increased damage and speed, at the cost of health.''
'''{{iw|Smite Smite}}'''<br/>
The sword of a Paladin represents the might of righteousness and his shield symbolizes the strength of his faith. Both are tools he uses to mete out justice. Just as righteousness can give his spirit the fortitude to overcome the attacks of the unjust, so too can faith be a weapon to strike back at those who work to defeat him. To this end, the Paladin has developed several combat techniques that use the shield not only for defense, but also as an offensive weapon.
::''Effect: Shield bash that does damage and knock back.''
'''{{iw|Holy_Bolt Holy Bolt}}'''<br/>
The [[Paladin]] can learn to summon bolts formed of pure, righteous energies. These projectiles are vessels of life, bane to the [[undead]], and [[heal|succor to the faithful]]. At the battle of [[Taelohn Bridge]], the villagers feared the day was lost when an army of the walking dead besieged them. Just as the battered militia was about to be overwhelmed, a small band of Paladins appeared. Wading through the rotting carcasses of the living dead and hurling spheres of pure [[Light]] that expelled the evil controlling the battling corpses while renewing the strength of the remaining villagers.
::''Effect: Bolt of energy that damages undead, or heals friendly units.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 61)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 61)</div>'''{{iw|Zeal Zeal}}'''<br/>
A noble Paladin, fervent in his dedication to righteousness, can draw upon the spirit of that dedication to perform seemingly impossible tasks. When surrounded by his enemies, a Paladin versed in this skill sets upon his adversaries with the zealous fervor of many times his number.
::''Effect: Quickly attacks multiple adjacent enemies.''
'''{{iw|Charge Charge}}'''<br/>
In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than a man — let alone a knight. This is vital in that when all else fails, it is faith that will carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow.
::''Effect: Closes the distance with an enemy, delivering a bash on contact.''
'''{{iw|Vengeance Vengeance}}'''<br/>
When a Paladin undertakes a crusade to banish evil, he is permitted to call upon the just souls of past crusades. Thus summoned, the spirits of the honorably vanquished manifest themselves and lend their energies to the weapons of the Paladin and his party.
::''Effect: Adds Fire, Lightning and Cold damage to all melee attacks.''
'''{{iw|Blessed_Hammer Blessed Hammer}}'''<br/>
The [[Visions of Akarat]] tell of a hopeless battle. Legions of the [[undead]] had laid siege to a small convent of nuns who were the keepers of a sacred relic, the [[Hammer of Ghrab Thaar]]. Suspended over a fiery chasm within the convent, the sisters knew the Hammer to be a powerful vessel of the Light and vowed never to allow it to fall into the hands of [[evil]]. With no weapons of their own, and no one to defend them, the nuns sacrificed themselves to destroy the hammer. Rather than let the undead despoil the church and the relic, they took the hammer and plunged themselves into the fiery chasm. At that moment, a powerful force of [[Light]] washed over the undead legion, striking them down where they stood. Since that time a well-trained Paladin is able to tap the remnants of this released energy, whirling a magical hammer to strike down his adversaries, especially the forces of the walking dead.
::''Effect: A magical Hammer spirals outward, damaging enemies. The Undead take additional damage.''
'''{{iw|Conversion Conversion}}'''<br/>
Through force of will and strength of steel, a noble Paladin with this skill is able to blind his enemies with the glory of the Light. After trading blows with the Paladin and facing the fire of righteousness burning in his eyes, an enemy will sometimes be struck with a divine epiphany and momentarily repent his past undertakings. So complete is the transformation, that the converted will turn to slay its former comrades.
::''Effect: A successful attack has a chance to convert the target to fight evil.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 62)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 62)</div>'''{{iw|Holy_Shield Holy Shield}}'''<br/>
To a Paladin, the shield is a symbol of his faith. Particularly devout Paladins can channel their faith into their shields, bolstering its defensive value with holy energy. The purer his faith, the greater his defense.
::''Effect: Magically enhances shield to give defense bonuses.''
'''{{iw|Fist_of_the_Heavens Fist of the Heavens}}'''<br/>
This spell allows the Paladin to summon the power of holy vengeance. Manifesting as lightning from the heavens, these bolts rain down from the sky, exploding into a thousand shafts of light that radiate outwards to banish the evil from the battlefield.
::''Effect: Lightning attack from the sky that releases Holy Bolts.''
 
====Offensive Auras====
'''{{iw|Might Might}}'''<br/>
Caught up in the fervor of battle, the Paladin calls upon the power of righteousness and the strength of justice to add force to the attacks of his party. What would be glancing blows now strike their mark, and otherwise deflected strikes rend through armor to bite flesh.
::''Effect: Increases damage dealt by party members.''
'''{{iw|Holy_Fire Holy Fire}}'''<br/>
With a hint of brimstone in the air, the noble Paladin strides into battle encased in this holy aura. All those within its range are burnt with the fires of divine virtue. Beware, Beasts of Hell! The fire of purification is upon you!
::''Effect: Periodically does Fire damage to nearby enemies.''
'''{{iw|Thorns Thorns}}'''<br/>
An eye for an eye is sometimes not enough. Those who would strike the emissaries of the Light had best take warning, for retribution shall be swift and certain. The might of your blows shall be felt a hundred fold unto you!
::''Effect: Enemies take damage when they cause melee damage to party members.''
'''{{iw|Blessed_Aim Blessed Aim}}'''<br/>
The spirits of the Light are ever vigilant, and in times of great need, have been known to aid their loyal disciples in subtle ways. When this aura is enabled, these spirits work to guide the hand of the Paladin and his companions, striking true where blows would normally miss.
::''Effect: Increases Attack Rating.''
'''{{iw|Concentration Concentration}}'''<br/>
Those within the sphere of influence of this skill gain the gift of clarity. A serene sense of lucidity eases the minds of those within, giving them the freedom to focus on individual tasks despite the chaos and distractions of battle. This sense of tranquility allows the Paladin and his comrades to strike calculated and devastating blows.
::''Effect: Reduces the chance that your attacks will be interrupted.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 63)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 61)</div>'''{{iw|Holy_Freeze Holy Freeze}}'''<br/>
Using this aura, the Paladin causes the temperature of the air around him to drop drastically, freezing the flesh of his enemies . Those so affected will find their movement drastically hindered and are easily dispatched back to the Hells from whence they spawned.
::''Effect: Periodically does Cold damage to enemies nearby.''
'''{{iw|Holy_Shock Holy Shock}}'''<br/>
A Paladin blessed with the power of this aura calls upon the power of the Light to strike forth at all enemies surrounding him. Divine bolts spring from the earth to smite the Paladin’s enemies.
::''Effect: Periodically does Lightning damage to enemies within a radius.''
'''{{iw|Sanctuary Sanctuary}}'''<br/>
This aura causes the Paladin to shine with an inner, holy light. This light is an anathema to the undead, summoned as they are through the machinations of the Prime Evils. The aura carries with it the essence of life and the strength and purity of the Paladin’s convictions.
::''Effect: Damages and does knocks back the Undead.''
'''{{iw|Fanaticism Fanaticism}}'''<br/>
True faith can cause its believers to perform fantastic feats. With this aura the Paladin, and all those allied with his cause, carry themselves with a zealous fervor, allowing them to strike down their foes as swiftly as the scythe reaps the harvest.
::''Effect: Increases the Attack Rate for all party members.''
'''{{iw|Conviction Conviction}}'''<br/>
It is fearsome enough to behold the power of a Paladin, yet alone a Paladin aglow with the aura of Conviction. This halo of righteousness demonstrates, with force, the grim determination of those who shine within its brilliance. Any who stand against the Paladin and his allies will understand the meaning of folly.
::''Effect: Reduces the Defense and Resistances of all enemies.''
====Defensive Auras====
'''{{iw|Prayer Prayer}}'''<br/>
With this aura the Paladin basks himself and all he deems faithful in a warm, healing light. His prayers for salvation carry him through the direst situations, allowing him to heal even the deepest wounds in time.
::''Effect: Heals all party members.''
'''{{iw|Resist_Fire Resist Fire}}'''<br/>
Shrouding himself in his devotions, the fervent servant of the Light can walk a lake of fire and feel only the comforting warmth of his convictions. A Paladin can withstand the might of a fierce conflagration if his piety is strong enough.
::''Effect: Increases the Fire resistance of all party members.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 64)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 64)</div>'''{{iw|Defiance Defiance}}'''
Shielding himself and nearby companions within a glow of holy light, the Paladin girds himself to face the unjust in combat. By standing resolute and earnest in the face of opposition, his faith is his shield against harm.
::''Effect: Boosts the Defense of all party members.''
'''{{iw|Resist_Cold Resist Cold}}'''<br/>
The splendor of absolute devotion is all the warmth and comfort a Paladin requires. Embraced deep within the shelter of this aura, the faithful need never fear the frost.
::''Effect: Increases the Cold resistance of all party members.''
'''{{iw|Cleansing Cleansing}}'''<br/>
Chaste is the Paladin in the face of all temptations. Pure in body and spirit, he trusts to the splendor of the Light to rid him of all impurities. A Knight of the Faith shall neither be tainted, nor corrupted.
::''Effect: Reduces Poison duration for all party members.''
'''{{iw|Resist_Lightning Resist Lightning}}'''<br/>
Even the elements of nature must yield before the glory of the Light. When a knight of Zakarum has manifested this aura, he and his allies undergo a lessening of their body’s natural conductivity, protecting them from attacks empowered by electricity.
::''Effect: Increases the Lighting resistance of all party members.''
'''{{iw|Vigor Vigor}}'''<br/>
A noble knight of Zakarum feels the rapture of his salvation at all times. In his need, the weight of the world lifts from his shoulders, allowing him to march forth without heed to the lamentations of his body.
::''Effect: Increases Speed, Stamina, and Stamina recovery for all party members.''
'''{{iw|Meditation Meditation}}'''<br/>
With the observance of this aura, the Paladin supplicates himself to the Light with silent utterances of prayers. It is in these times of silent worship that the Paladin is rejuvenated in spirit.
::''Effect: Boosts Mana recovery for all party members.''
'''{{iw|Redemption Redemption}}'''<br/>
A Paladin must be true to his duty and belief that all souls are worthy of attempted salvation. With this aura, the Paladin shares the glory of the Light with his vanquished enemies. With each administration of these final rites, the Paladin and his party are redeemed physically as well as spiritually.
::''Effect: Periodically attempts to redeem corpses for Health and Mana.''
'''{{iw|Salvation Salvation}}'''<br/>
Trust in the glory of the Light, for its authority supercedes all power in the moral world. With this aura, the Paladin calls upon the Light to protect his allies from elemental attacks.
::''Effect: Increases all Elemental resistances for all party members.''
<brdiv style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 65)<br/div
===Sorceress Skills===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 65)</div>The [[Sorceress]] is the Mistress of [[elemental magic]]s. Binding fire, ice and electricity to her will, she seeks the purity of nature’s essence. Dancing with power, her skills are regarded with fear among the most powerful of mages.
====Fire Spells====
'''{{iw|Fire_Bolt Fire Bolt}}'''<br/>
The Fire Bolt is among the first cantrips a young Sorceress must learn before traveling out into the known world. Gathering a small amount of elemental energies, the Sorceress hurls darts of pure fire at those who would seek to injure her.
::''Effect: Creates a bolt of fire.''
'''{{iw|Warmth Warmth}} (passive)'''<br/>
If a Sorceress wishes to truly become a formidable spellcaster, she will pursue this talent. By collecting the essence of the ambient heat in the surrounding air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions.
::''Effect: Increases your Mana recovery rate.''
'''{{iw|Inferno Inferno}}'''<br/>
Using this spell, a Sorceress can reach into the depths of her being and issue forth a gout of fire, incinerating any opponents standing within its reach.
::''Effect: A spout of flame that burn your enemies.''
'''{{iw|Blaze Blaze}}'''<br/>
Using this spell, the Sorceress ignites the very ground she walks upon, leaving behind a blazing wall of flame.
::''Effect: Leave a wall of fire in your footsteps.''
'''{{iw|Fire_Ball Fire Ball}}'''<br/>
Once she has learned the basic incantation of this spell, the Sorceress can collect a large amount of elemental fire and contain it within a globe of energy. Discharging it toward her enemy, those energies are released in a devastating explosion upon impact. This spell of mass destruction is ideal for bombarding the encampments of her enemies.
::''Effect: Creates a ball of fire that explodes on impact.''
'''{{iw|Fire_Wall Fire Wall}}'''<br/>
This skill allows the Sorceress to raise a barrier of flame to block her flanks from attack, creating a tactical advantage for both herself and her allies. Any creature unwitting enough to attempt to cross the barrier will feel the full force of these flames as they advance to their ruin.
::''Effect: Creates a wall of fire.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 66)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 64)</div>'''{{iw|Enchant Enchant}}'''<br/>
Upon learning this skill, an experienced Sorceress has the ability to imbue a weapon with the power of fire. The renowned Sorceress, Habacalva, once assaulted the elemental planes themselves wielding such an enchanted mace. Her enemies soon came to fear the mention of the weapon as much as her name.
::''Effect: Temporarily adds Fire damage to a weapon.
'''{{iw|Meteor Meteor}}'''<br/>
Reaching out to the heavens, the Sorceress calls down a falling star to strike her adversaries. This is one of the strongest of her spells, capable of reducing large areas to cinders. During the Vactayan uprising, a Sorceress by the name of Hepsheeba took pity on the plight of the revolutionaries, and joined their cause. During the final battle of the conflict she cast this spell to great effect, single-handedly destroying the entirety of Lord Bareen’s troops and delivering the Vactayans from his tyranny.
::''Effect: Draws down a meteor from the heavens to smash your enemies.''
'''{{iw|Fire_Mastery Fire Mastery}} (passive)'''<br/>
Even for the Sorceress, the destructive powers of the flame can prove uncooperative at times. The very unpredictability of elemental flame poses a danger to those unskilled in its usage. Sisters of the flame must take this last step to complete their training in the use of fire, and to maximize its effects.
::''Effect: Increases the damage done by your fire spells.''
'''{{iw|Hydra Hydra}}'''<br/>
This skill enables the Sorceress to summon a beast of pure flame from the core of the world. The Hydra have been allies of the Zann Esu women for generations, owing their freedom in ancient times to the actions of the renowned Sorceress, Habacalva. They never fail to answer a call from a proven Sorceress, and stand ready to spit bolts of scorching magma at her enemies.
::''Effect: Creates a multi-headed beast that attacks your enemies with bolts of fire.''
<br><br>
====Lightning Spells====
'''{{iw|Charged_Bolt Charged Bolt}}'''<br/>
By charging the ions in the air surrounding her, the Sorceress discharges bursts of electrical energy. These missiles flit about randomly, chasing down her opponents and shocking them to the core.
::''Effect: Fires multiple, jumping bolts of electricity that seek their targets.''
'''{{iw|Static_Field Static Field}}'''<br/>
A devastating spell of limited range, Static Field instantly removes a good portion of the health of nearby enemies. Thusly injured, enemies are easy prey to the follow-up attacks of the Sorceress or her party members. Subsequent castings do less damage, but in combination with other spells or a decisive melee attack, a Sorceress can rely on this powerful ability to quickly dispatch even the strongest of foes.
::''Effect: Every enemy in a radius around you loses a quarter of their health.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 67)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 64)</div>'''{{iw|Telekinesis Telekinesis}}'''<br/>
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.
::''Effect: Allows you to pick up items, trigger objects, and attack others at a distance.''
'''{{iw|Nova Nova}}'''<br/>
With this attack the Sorceress creates a wave of electrical energy radiating from her fingertips, bathing all nearby enemies with its destructive force. This spell is ideal for defeating melee opponents who swarm too closely.
::''Effect: Creates an expanding ring of electricity that does massive damage.''
'''{{iw|Lightning Lightning}}'''<br/>
This spell allows a Sorceress to summon the very power of the heavens and emit a tremendous surge of electrical energy. Creating a channel of lightning directed at her target, she cuts a swath through her opponents with pinpoint accuracy.
::''Effect: Casts a bolt of lightning.''
'''{{iw|Chain_Lightning Chain Lightning}}'''<br/>
An improved and more complicated version of the Lightning spell, Chain Lightning arcs from foe to foe, branching out until all of its energy is dissipated. The stench of burnt flesh and ozone is often all that remains after this spell is cast.
::''Effect: Casts a lightning bolt that jumps through multiple targets.''
'''{{iw|Teleport Teleport}}'''<br/>
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.
::''Effect: Instantly transports you between two points.''
'''{{iw|Thunder_Storm Thunder Storm}}'''<br/>
Weather manipulation is the most impressive form of elemental magic a Sorceress may attain. A Sorceress learned in this skill may manifest a tempest of dark storm clouds that follow her wherever she travels. Any who approach the canopy of her storm are subject to the full force of the gale and bolts of powerful lightning!
::''Effect: Summons a thunderstorm that periodically blasts a nearby enemy with a bolt of lightning.''
'''{{iw|Energy_Shield Energy Shield}}'''<br/>
Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray. So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana.
::''Effect: Absorbs magical and some physical damage to Mana instead of Life.''
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 68)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 68)</div>'''{{iw|Lightning_Mastery Lightning Mastery}} (passive)'''<br/>
The final step in mastering the destructive powers of the firmament, this skill gives a Sorceress finer control and mastery over her powers. Once she has reached this point in her studies, she can begin to rival the powers of the Heavens themselves.
::''Effect: Reduces the Mana cost of lightning spells.''
<br/><br/>
====Cold Spells====
'''{{iw|Ice_Bolt Ice Bolt}}'''<br/>
One of the first spells a novice of the frigid elements learns is the power to summon crystals of pure freezing energy. When hurled at her enemies, these bolts subject their targets to freezing pain and impaired movement.
::''Effect: Shoots a bolt of ice that damages and slows your victim.''
'''{{iw|Frozen_Armor Frozen Armor}}'''<br/>
This defensive spell is a useful tool for protecting the novice from the dangers of combat. This icy shield both protects the Sorceress and impairs the progress of all who would attack her with blade or club.
::''Effect: Gives a defense bonus and freezes any melee attacker that hits you.''
'''{{iw|Frost_Nova Frost Nova}}'''<br/>
Like the Lightning Nova, this spell is effective against large groups of swarming melee attackers. Although less damaging than its electrical kin, the immobilizing effects of the cold can convey other advantages.
::''Effect: Creates an expanding ring of ice and frost that damages and slows enemies.''
'''{{iw|Ice_Blast Ice Blast}}'''<br/>
The freezing damage of this spell can shatter an opponent into icy shards, leaving enemy spellcasters little material with which to resurrect their minions. In this way the Sorceress can make quick work of those who would use the dead against her.
::''Effect: Creates a bolt of ice that completely freezes a target.''
'''{{iw|Shiver_Armor Shiver Armor}}'''<br/>
A significant upgrade from frozen armor, this defensive shield deals an icy blast to any attackers, numbing them with cold, searing pain.
::''Effect: Defense bonus, plus any melee attacker that hits you takes damage and is slowed.''
'''{{iw|Glacial_Spike Glacial Spike}}'''<br/>
More powerful than an Ice Blast, this is the offensive spell of choice for a higher-level Sorceress seeking a quick deathblow. The Sorceress who wields this spell will find herself often treading over the shattered and frozen remains of her opponents.
::''Effect: A shard of ice that inflicts massive cold damage and explodes to freeze nearby enemies.''
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 69)</div>'''{{iw|Blizzard Blizzard}}'''<br/>
This is the most effective offensive spell that this discipline has to offer. With the invocation of this spell, entire hordes of enemies are left frozen or dead, drowned in a hail of ice. Wretched survivors of this wintry storm can do little but crawl and lament their fallen kin before they, too, succumb to the cold.
::''Effect: Summons an ice storm to rain cold death onto your enemies.''
'''{{iw|Chilling_Armor Chilling Armor}}'''<br/>
The best defensive spell available to a Sorceress is manifest in this formidable armor. The spell actually defends against ranged attacks, turning aside arrow and bolt. Those seeking to engage the Sorceress in melee shall soon feel the icy bite of their folly.
::''Effect: Confers a defense bonus and launches an ice bolt against ranged attackers.''
'''{{iw|Frozen_Orb Frozen Orb}}'''<br/>
An intimidating sight that strikes fear into the hearts of her opponents, the Frozen Orb is an awesome spectacle to behold. The Orb coalesces from the air, unleashing freezing bolts at all nearby, and wreaking havoc, seemingly at random, before bursting into a brilliant explosion of frigid destruction.
::''Effect: A pulsating orb that shreds an area with ice bolts.''
'''{{iw|Cold_Mastery Cold Mastery}} (passive)'''<br/>
Once mastery over this powerful elemental force is attained, a Sorceress achieves perfect command over this school of magic. Her freezing spells are now of such potency that those adversaries formerly impervious to their effects soon find themselves the surprised victims of a vicious, chilly assault.
::''Effect: Pierces the cold resistance of your enemies.''
<br><br>
==Items==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 70)</div>As you journey through the lands of Sanctuary you will come across numerous items that can help you accomplish your goals. You can view the properties of an item in your Inventory, or in a vendor’s inventory, by highlighting the item with your cursor. When an item is highlighted in your inventory, your stash, or a vendor’s inventory, a description with all known properties appears over the item.
Whenever there are items lying on the ground, press and hold down the Alt key to display a nametag for each item in the immediate area. You can pick up items by clicking on their nametags, or by clicking on the item, itself. Be wary! While holding down the Alt key you cannot interact with other objects or attack monsters!
Various magic items need to be identified before they can be equipped. For safety reasons, these items must have their properties revealed through the use of an Identify Scroll or by a learned sage before they can be pressed into service.
<br><br>
===Magic Items (Names Appear in Blue)===
As Hell’s will has corrupted the land, mages and smiths crafted many magical means to keep the people safe from harm. Fine jewelry, armor, and weapons were often enchanted with arcane energies in an effort to assist those who battled against the tide of evil. During your travels you will likely encounter items imbued with these magics, whose names appear in blue when highlighted.
<br><br>
===Rare Items (Names Appear in Yellow)===
Some magic items radiate energy beyond that of a simple enchanted item. Although much less common, these rare items are significantly more powerful than standard magically enhanced items. A Rare item is distinguished by a yellow title when highlighted. Rare items contain more than two magic properties and are highly valued by those that have them.
<br><br>
===Unique Items (Names Appear in Gold)===
Once in a long while, a dedicated and intrepid adventurer may come across an item of particularly legendary and unique power.
<br><br>
===Set Items (Names Appear in Green)===
Rumors persist of unique, distinguished item sets that once belonged to great champions and heroes from the past. These sets are said to bestow additional magic abilities once all its pieces have been found and equipped. Set items are recognizable by their green names. Once identified, each set item names the other pieces required to complete the set.
<brdiv style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 71)<br/div
===Socketed Items (Names Appear in Gray)===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 71)</div>Smiths of ancient times mastered the art of bestowing magical properties upon weapons and armor by setting them with powerful gems. Most surviving examples of this art have long since been stripped of their valuable stones by ignorant thieves, rendering their true power silent until new gems are found and set into their empty sockets. The exact nature of the enchantment depends on the type and quality of the gemstones inserted into the item, as well as the item type.
Socketed items are easily recognized, as their names appear in gray text when highlighted. While in your backpack, you may insert a gem into a socketed item by left-clicking on the gem to pick it up, and leftclicking over the item to fuse the gem and the item together. Once fused, you will not be able to remove the gem from the item.
<br><br>
===Stackable Items===
When using ranged weapons, an icon of “crossed arrows” appears on the Play Area whenever your quiver is running low on ammunition.
<br><br>
===Durability===
When an item’s durability is low, a silhouette appears in the upper right corner of the Play Area. Items with low durability will appear in yellow. A red item has 0 durability and cannot be used or re-equipped until repaired. A blacksmith can repair items restoring them to their original condition. Repairing magically enhanced items can be expensive, but often is worth the gold.
<br><br>
===Weapons===
Many weapons are usable only by those with sufficient physical strength and skill. A weapon’s description indicates the minimum strength or dexterity needed to wield it. If your character does not meet the minimum requirements, the weapon cannot be equipped. An unusable weapon has a red background in your character’s inventory. Weapon descriptions contain other important information, including: the number of hands required to wield the weapon, the damage the weapon inflicts, the durability of the item, the quantity (whenever appropriate), the weapon category, the attack speed, and finally any special properties or magical enhancements that the weapon may possess.
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'''Bows & Crossbows''' - Bows and crossbows are excellent weapons, especially for those who dare not risk hand-to-hand combat. Skilled archers can fell the most powerful of opponents without subjecting themselves to direct physical danger. Amazons are perhaps the most skilled archers in existence. Stories have circulated of Amazons who, through skill and training, can shoot projectiles enchanted with the essence of fire or ice.
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 73)</div>Bows require dexterity for quick assessment and steady aim as well as for the ability to rapidly nock and loose arrows. The slower-firing crossbows require dexterity, too. However, their higher velocity bolts do even more damage.
'''Arrows & Bolts''' - Bow and crossbow wielders must always be alert to ensure that their supply of ammunition doesn’t run out in the midst of battle. Bows use quivers that can be filled with up to 250 arrows. Crossbows, on the other hand, use smaller bolts as ammunition. Up to 150 bolts can be held in a quiver. Both arrows and bolts are stackable items and partial quivers of the same type can be combined.
To ready a throwing potion for use, equip it as you would a weapon. The Left Action Icon changes to the Throw action. Left-clicking on a target tosses one of your readied potions at it. As you use them up, a potion icon appears in the Play Area to warn you that you are running low. When you run out of potions, your character automatically equips the item that had previously been in your hand. Throwing potions of the same type can be stacked up to 10 potions in a single inventory slot.
<br><br>
===Armor===
Any warrior who has stared in the face of death during battle knows that even a piece of leather can mean the difference between life and death. Wearing stronger armor will make an opponent less likely to land a damaging blow on your character.
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<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 74)</div>An armor’s description indicates the strength needed to don the protection. If your character does not meet the requirement, the armor cannot be equipped. Unusable armor has a red background in your inventory. Armor descriptions also contain other important information, including defense value, chance to block an attack (if applicable), current and total durability, and any magical properties.
Armor can also affect your ability to run. Heavier armor depletes your stamina more quickly. This can be offset to some extent by increasing your character’s vitality.
Rumors persist of even stronger armor, but many smiths claim that full plate can never be bested.
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'''Helmets''' - Experts consider the head to be the most important part of the body. Without protection of some kind, one could easily become separated from this vital extremity. Helmets ensure that such an event is as unlikely as possible. From simple leather caps to royal crowns, helms offer protection from the harsh realities of combat.
'''Belts''' - Belts play an important role in the survival of your character. Designed for quick access, belts contain numerous slots to hold drinking potions and scrolls of Identify or Town Portal. The larger the belt, the more items it holds. Wearing a sash or larger belt expands the basic 4-slot belt by adding one, two,
or three extra rows of slots.
<br><br>
===Gold===
To access your Gold, bring up the [[Inventory]] screen. Near the bottom of this screen is the Gold button near which appears the current amount of Gold your character carries. Left-click the button to select an amount of Gold to either drop or offer in trade with another player. Your character’s level determines the maximum amount of Gold that he or she can carry.
<br><br>
===Jewelry===
Before gold coins were accepted as the universal currency, the wealthy fashioned gemstones and precious metals into jewelry in order to display their riches to others. Court mages eventually discovered that these adornments could be charged with magical enchantments.
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These enchantments are delicate in nature, and too many pieces of jewelry in close proximity to one another nullify their magical effects. In fact, only three enchanted pieces of jewelry may be worn at any one time. Two rings may be worn – one on each hand – with a single amulet around your character’s neck. Because of their small size, rings and amulets are not subject to mundane wear and tear (unlike weaponry and armor) and never need repair.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 76)</div>These enchantments are delicate in nature, and too many pieces of jewelry in close proximity to one another nullify their magical effects. In fact, only three enchanted pieces of jewelry may be worn at any one time. Two rings may be worn – one on each hand – with a single amulet around your character’s neck. Because of their small size, rings and amulets are not subject to mundane wear and tear (unlike weaponry and armor) and never need repair.
<br>
<br>
===Gems===
Precious gems embody innate magical abilities. When set into a socketed item these gems can add powerful magic effects. Higher grades of gems have stronger effects. There are five grades of gems: chipped, flawed, standard, flawless, and perfect. Once inserted, gems cannot be removed from a socket. Touching a gem shrine either produces a gem or upgrades one gem (randomly chosen from your character’s inventory) to the next higher grade. The skulls of some demonic creatures, inscribed with eldritch symbols, are said to work much like gems.
<br><br>
===Potions===
Use your cursor to read about a potion’s properties and potency. To drink a potion, right-click on it in either your backpack or your belt. Alternatively, press one of the four belt Hotkeys (1-4) to drink potions from the ready slots of your belt. See the belt section for more details.
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===Scrolls===
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There are only two types of scrolls- Scrolls of Town Portal and Scrolls of Identify. Both types are extremely useful during your character’s travels. If you cannot find enough of them, you can always buy some from an NPC vendor.
Scrolls of Identify are used on unidentified magically enchanted items, helping you decide whether to equip or sell them. Right-click on an Identify scroll to cast it. Your mouse cursor changes into a question mark. Move the cursor over the unidentified item and left-click. The magical properties of the item appear in its description.
<br><br>
===Tomes===
Designed to hold volumes of similar spells, each tome can store up to 20 scrolls of the same type. Vendors who sell scrolls generally sell tomes as well. Rightclick on a tome to cast one of the scrolls stored within it. When a tome is empty, it remains in your inventory until it is replenished with more scrolls, sold, dropped, or traded. Add scrolls to a Tome in your inventory by dropping them on it. Dropping one Tome onto another consolidates them into one Tome.
<br><br>
===Shrines and Wells===
The many realms of Sanctuary contain wonders of all kinds. Some of the most mysterious are the shrines and wells scattered across the lands. These shrines and wells are always beneficial, but you should choose the best times to use them. Highlight each shrine to display a descriptive name. Left-click on a shrine or well to invoke its magical effect. Shrine effects wear off after a period of time. Your character can be under the influence of only one shrine at a time, and activating a second shrine replaces the effect of the first. Most wells and some shrines recharge after a brief period of time and can then be used again.
<br>
<br>
 ==Long Road's End[[Ex Libris Horadrim]]==
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  <div style="clear:both; text-align:center;"><span style=text-transform:uppercase;>Long Road's End</span>  
''“What fires burn within my heart and force me to contend''<br />
''With the perils that await me at this tragic journey’s end?''<br /><br />
</div>
<p div style="text-align: right;">'''''– [[Chris Metzen|C. Vincent Metzen]]'''''</pdiv>
 
<center><nowiki>[</nowiki>[[Ex Libris Horadrim]]<nowiki>]</nowiki></center>
<br>
<br>
==Encyclopedia Sanctuaria==
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===The World of Sanctuary===
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The coming of the Three marked a time of evil in the history of Sanctuary unlike any other. The cataclysm that followed their arrival brought immense change to the world when the Three unleashed their hellish followers upon the world. These followers wrought great destruction upon the lands of Sanctuary. That which was not consumed by the arrival of this malevolence was often twisted and altered by the effects of the resulting chaotic forces. Many of the native creatures inhabiting the world became vile and depraved shadows of their natural forms. A world that once allowed the unfettered development and expansion of mankind became a place where only the strongest could survive. The areas most tainted by the Prime Evils’ arrival in the mortal realm are the Western Kingdoms, the desert regions of Aranoch, and the jungles of Kejhistan.
Unnatural and evil forces are influencing most, if not all, of Sanctuary’s beasts to at least some degree. Many have witnessed creatures outside their native habitats, assisting the minions of Hell’s wrath. Such sights grow more common as one nears a lair of demonic nobility. Greater demons gather these controlled beasts to their location in an effort to protect themselves. These powerful monsters harbor deadly capabilities, and occasionally appear in unexpected areas. Let the adventurer beware!
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===The Western Kingdoms===
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Sandwiched between the [[Barbarian]] lands to the north and the vast deserts to the east lie the mountainous, verdant forestlands of the [[Western Kingdoms]]. The Western Kingdoms are comprised of the three regions: [[Entsteig]], [[Khanduras]], and [[Westmarch]]. The smaller, self-contained kingdoms contained herein have developed unique rules of protocol and etiquette, leading many to consider the Western Kingdoms as the most civilized of lands. Such exalted opinions stand in surprising contrast to the youthful age of the realm. While long a destination of merchants and peaceful travelers, recently infighting has made the Western Kingdoms a common destination for mercenaries and other, more sordid, visitors.
'''Blood Hawks'''<br/>
Spawned from nests that have infested the wildernesses, these winged monsters assail passersby with quick swooping attacks. They retreat quickly after an attack, and a flock of them can be difficult to eliminate if the nest is not dealt with hastily. Both Foul Crows and Black Raptors have been spied in the regions of Entsteig.
'''Spike Fiends'''<br/>
Defensive quills dot the backs of these troublesome creatures. All species of Spike Fiends can fire their quills at range, and more developed variants have a more vicious rate of fire and tend to fire in volleys. At least two subspecies, the Quill Rat and the Thorned Beast, are known to fire their quills without provocation. Caravans traveling to the Rogue Pass have reported several attacks by these aggressive monsters.
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'''Wendigo'''<br/>
Large but agile, these creatures are most often found in the wilderness, but are also reported to occupy the caves and dungeons of the Western Kingdoms. Sadly, the Gargantuan Beast, Brute, and Yeti (Wendigo subspecies) were previously known to coexist peacefully with humans, avoiding contact whenever possible. Chaos’ ill effects have changed them, as they are now quick to anger and attack with huge, sweeping blows of their massive claws. Once provoked, they do not relent until their opponent is slain or they themselves have fallen. Few live to tell the tale of an angered Wendigo, but those that have exclaim how nothing is more terrifying than the sound of these angry creatures bearing down on the attack.
'''Fallen Ones'''<br/>
These demonic imps have of late become very common throughout the woodlands of the Western Kingdoms. Small and vicious, many worry that if these beings were to band together in large numbers, they might easily overthrow some of the smaller cities in the region. Luckily, cowardice appears to be one of the chief features of this species, and they quickly retreat at the sight of one of their brethren falling in battle. Although Fallen seek to congregate together, so far only small encampments have been found, with no obvious overall organization. While there are wild rumors of Fallen Shaman Priests leading camps of Fallen, supposedly with the power to raise them from the dead, this has yet to be substantiated. Carvers and Dark Ones, tougher cousins of the Fallen, have also been seen closer to the fringes of civilization, indicating that the Brothers’ sway may be stronger than previously understood.
'''Corrupt Rogues'''<br/>
The corruption of the Sisterhood is perhaps the worst atrocity that the surviving Rogues endure. The sight of their own sisters, marching against them in service of their enemy, drives the Sisterhood into deep despair. The tainted Sisters are seldom caught alone, preferring to attack in groups. Many of the corrupted ones have forgotten their skills with ranged weapons, or are so driven by Hell’s rage, that they blindly melee with whatever weapon is at hand.
'''Goatmen'''<br/>
These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell’s will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell’s more renowned demons.
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===The Great Deserts of Aranoch===
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The [[Tamoe]] mountain range, which lines the eastern border of the [[Western Kingdoms]], acts as a natural barrier into these provinces. Although impassable in most areas, these mountains hold a vast and lush woodlands. These forests stand in stark contrast to the bleak wastelands lying beyond them to the east: the flat, unforgiving, sand-swept deserts of [[Aranoch]].
'''Sand Maggots'''<br/>
Sand Maggots, named for their burrowing abilities, are actually arthropods and not worms at all. These insects were once a staple diet for those that resided in the desert regions. The eggs were gathered and prepared as a protein-rich paste. Serving to supplement the dry foods naturally available in the region, the paste enhanced the nutritive value and flavor of meals. Now, however, the eggs, larvae, and flesh of the adults have acquired poisonous properties. Adults of the species even spit a poisonous substance that is not only toxic, but corrosive to unprotected flesh. In maturity, the chitinous exoskeleton of a Maggot is tough to penetrate, although once pierced, the creature is easily felled.
'''Leapers'''<br/>
These pesky creatures largely inhabit the desert regions. Although other species are known to exist, the desert leapers are the most common. Leapers get their name from their tremendous leaping ability. As a result, these extremely agile creatures make for difficult targets. Leapers are versatile animals and the desert variety has an extremely slow resting metabolism to minimize water use and storage. The harsh environment of the Aranoch, however, leaves little room for mistakes, and these creatures never pass up the opportunity to eat or drink. Packs sighting a potential meal leave their resting spots and work together to bring down their quarry with great tenacity.
'''Vulture Demons'''<br/>
Believed to be the mutated offspring of the large, native vultures that once inhabited these deserts, vulture demons seek only to kill and consume mortal beings that cross their paths. The giant vultures of old were, for the most part, scavengers who ate only the dead or dying. Now befouled, these creatures circle the desert in search of live prey. Their razor sharp beaks and talons can cause deep wounds, and a group of these demons can quickly bring down a victim. Although impossible to target while in flight, these vultures must land to attack, and are vulnerable when on the ground.
'''Swarms'''<br/>
The extreme temperatures of Aranoch drive many creatures into varying degrees of insanity. This holds true even for mindless insects. Coupled with demonic influence, large numbers of insects often swirl and twist into tight swarms. These swarms of stinging, biting, and sucking insects consume every living thing in their path. Swarming bugs are difficult to target and are resistant to most attacks. Swift to anger, they are not easily chased off. Their stinging attacks often drain stamina, making it all the more difficult to retreat from combat.
'''Scarab Demons'''<br/>
A vastly mutated beetle from the region, only Hell could produce something so vile. Scarab Demons are large, mobile insects that rapidly pursue and surround their enemies. When struck, these demons unleash a deadly spread of electrical energy that proves fatal to many attackers. It is perilous to fight these monstrosities without ranged weapons or a suitable resistance to lighting.
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'''Saber Cats'''<br/>
Saber Cats are a race of bipedal, intelligent beings with many feline features. These cat-beings were once found only in the jungle environments of Kehjistan, trading freely with the cities there. Although always considered somewhat aloof and untrustworthy, the Saber Cats had never before behaved in a threatening manner toward human society. But now, marauding bands of these Cats roam the deserts of Aranoch. Many blame the disappearance of whole caravans upon them.
Some enlightened sages believe that the creatures were summoned or otherwise moved en masse through Hellish measures to Aranoch. Saber Cats attack with swords, javelins, whips, and by throwing potions. They are quick to the chase, and enjoy the hunt. They rarely retreat and generally attack in large, well-organized groups.
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===Kehjistan and Kurast===
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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. Unfortunately the history of Kehjistan is not a peaceful one, and the [[Mage Clan Wars]] that erupted nearly destroyed the clans.
'''Giant Spiders'''<br/>
Several species of giant arachnids inhabit the jungle regions of Kehjistan. One of the most deadly of these spiders, the Poison Spinner, is found not far from the city of Kurast. Even in their largest forms, the giant arachnids had never been much of a problem for the inhabitants of the tropical forests. The Prime Evils have changed them, however, as large numbers of the spiders now actively seek meals of the human variety. These creatures are highly poisonous and generally have fatal bites. Despite their defenses they often flee when struck, sometimes spinning webs to entangle and slow pursuers.
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'''Giant Mosquitoes'''<br/>
The wet, humid atmosphere of the Kehjistan rainforest is an environment perfect for fly and mosquito larvae. Pools of stagnant water gather after the frequent rain storms, providing excellent spots for the adults of these species to lay their eggs. Some of the mosquitoes found here are enormous, with wingspans as large as four feet. Luckily the larger species are also much more rarely encountered than their smaller cousins.
'''Tentacle Beasts'''<br/>
Tentacle Beasts are a species of aquatic reptile that inhabit the waterways of the Kehjistan jungle. Travelers should be extremely wary of these creatures, especially when near pools of water, streams, or rivers. Bubbles rippling across the surface of a body of water are a telltale sign that a Tentacle Beast waits below. Fearsome to look upon, these reptiles are also extremely dangerous. They secret a poisonous saliva, which they spit from their mouths with incredible force, often knocking targets off their feet. Occasionally, groups of Tentacle Beasts work together, with one using the poisonous missiles to knock prey into the maw of another.
'''Fetish'''<br/>
Shamanistic creatures that attack with knives the size of their own bodies, or at range with blow darts, the Fetish are native jungle inhabitants. Known cannibals, they are small, intelligent beings in league with the forces of Hell. Individually, Fetishes are weak and easy to kill. However, they are much more formidable when attacking en masse. When accompanied by a Shaman, they are doubly dangerous, as their Shaman possess the power of resurrection, the ability to revive their fallen kin. The Shamans are often borne upon the shoulders of a lesser Fetish. Undoubtedly, they believe that this appearance of added height makes them look more ferocious.
'''Thorned Hulks'''<br/>
Composed mostly of wood, Thorned Hulks are the ancestral protectors of the jungle lands. Despite their strength and immense bramble and thorn-covered arms, even they have been twisted by the Prime Evils. Their now glassy, lifeless eyes hint at a deep sorrow beneath a glowing Hell-induced hatred.
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===The Undead===
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Scattered throughout all the lands of [[Sanctuary]] are these walking vessels of Hell’s influence on the mortal realm. For in recent times, the newly dead have risen anew to terrorize and assault the living. These corpses and spirits of the deceased, twisted and corrupted, are imbued with a hatred for the living that defies understanding. The undead loathe the living and seek only to consume warm flesh and blood. It has reached the point where all who value their lives are sure to butcher and burn the remains of loved ones and pets who have fallen prey to death. One needs to be sure in these troubled times. Below are descriptions of a few of the living dead known to exist:
'''Zombies'''<br/>
The lowest rank of the undead, zombies befoul much of the wilderness of the Western Kingdoms, as well as the tombs and crypts of the whole of Sanctuary. Zombies serve the darkness blindly and without thought, attacking only with their bare hands. They move slowly, but with relentless determination, seeking to consume the flesh of the living. They are simple-minded and easily outwitted, but in large groups can overwhelm the unwary.
'''Skeletons'''<br/>
Fierce undead warriors, skeletons do not seek to consume the flesh of the living, but only to extinguish the life of their victims. Skeletons, unrelenting in their goal, move faster than zombies and have some spark of intelligence as demonstrated by their use of weapons. These bony undead have been observed wielding swords, clubs, bows, and even armor and shields, and are often equipped in the same armament in which they fell. Even more terrifying are the animated skeletal remains of expired magic wielders, who prove that even the dead can wield the forces of magic.
'''Wraith'''<br/>
Wraiths are ethereal physical manifestations of tortured souls from the planes of the Hells. Often called “ghosts” or “evil spirits” by mortals, these shades are driven by an intense hatred for the un-suffering living. Wraiths often inhabit the darkest dungeons, having either been drawn there by the imprint of pain and suffering, or summoned and bound by powerful mages, to serve as unwilling guardians. These ethereal creatures can pass through solid objects, and contact with a wraith can quickly drain one’s life force. Spellcasters and other energy-reliant mortals may not only be drained of health, but are also left defenseless as their Mana is quickly spirited away to slake the spiritual thirst of these damned souls.
'''Mummy'''<br/>
The inhabitants of Aranoch have long practiced the art of preserving the dead. As a reverence to the deceased, priests fill bodies with preservative fluids, then wrap them in specially treated cloth, and bury them in tombs below the desert’s surface. This mummification is believed to provide benefits for the deceased in the afterlife. Physically, a mummified body maintains its flesh and sinew for hundreds, even thousands of years.
==Additional Excerpts==
As mentioned at the top of this article, here are sections that did not appear in the pdf version of the manual.
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===Lut Gholein: The Binding of Destruction===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 106)</div>On the fifty-eighth day of our campaign, we caught up with [[Baal]] near the ancient port city of [[Lut Gholein]]. We had tracked the great [[Lord of Destruction]] all the way from the lands of [[Kehjistan]] some months before. Our leader, [[Tal Rasha]] believed that [[Baal]] was headed north, towards the wintry lands of [[Scosglen]], but for some reason the [[demon]] chose to forfeit his lead and take refuge within the sandblasted city.
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