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edits
Changes
→Rogue
==Rogue==
<p style="text-align: right;">(Page 33)</p>
The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the peoples of the West. These highly skilled archers employ ancient Eastern philosophies that develop an "inner-sight" that they use both in
combat and to circumvent dangerous traps that they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their secret affiliation by posing as simple travelers. Many pompous fools have made the mistake of
==Sorcerer==
<p style="text-align: right;">(Page 35)</p>
Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horrors lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand.
The Vizjerei, known for their brightly colored turinash -or spirit-robeshave taken a keen interest in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers.
Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff.
==Items==
<p style="text-align: right;">(Page 36)</p>
As you explore the world of Diablo you will encounter many items that can aid you in your expeditions. Items can be
examined by picking them up and highlighting them in your inventory. A description of the item will appear in the
Description Box at the bottom of the Interface Bar.
By using precious metals, magical gems, and eldritch symbols, many items can be magically enhanced. Any enchanted items that your character discovers will have their descriptions displayed in blue. While your character can sense the unnatural nature of the treasure by its appearance and magical aura, he or she will need to have it magically identified before these abilities make themselves known.
Items which have their name and description displayed in gold are unique items and are treasures of legendary power.
Although your character may recognize the artifact from stories and myths, he or she will still need to identify it to discover the truth behind its reputation.
Many items require that your character meet certain Attribute minimums to be used effectively. A war maul, for instance, can only be used by extremely strong heroes. Very powerful scrolls and books can only be understood by those with the highest magical abilities. If your character does not meet the requirements to use an item, that item will appear in red when picked up or carried.
===Durability===
Over time, weapons and armor wear down until they eventually break. Equipment found in the labyrinth is almost always worn by time and improper care. A gold silhouette of the worn equipment will appear in the corner of the Play Area when it is close to breaking. The silhouette will turn red just before the item is completely destroyed.
Warriors can perform quick repairs on their equipment, but this inevitably lowers the items’ quality over time. A good
blacksmith can repair equipment without lowering its long term effectiveness, for a price. Enchanted weapons and armor
must be repaired by using the same precious metals and gems that were used during its construction, and can be expensive to have repaired.
===Weapons===
<p style="text-align: right;">(Page 37)</p>
Very few creatures in the labyrinth can be reasoned with, and only a fool or a very powerful sorcerer would dare enter the confines of the church without a sturdy weapon in hand. It is rumored that there are many enchanted weapons buried
beneath the church, remnants of the Horadrim’s war against the Three.
====Swords====
The sword is the epitome of the warrior’s weapon. Forged in fire and tempered to a fine edge, a good blade can cut through armor or a demon’s thick hide with equal ease. Some warrior clans of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of a shield in favor of greatswords that stand the full height of a man.
====Axes====
Axes are favored by those who are willing to sacrifice defense for power. In addition to being slower than other weapons, even the smallest combat axe requires two hands be free to wield properly, precluding the use of a shield. However, no other mundane item can match the damage of a good axe. Legends speak of enchanted axes capable of slicing through flesh and steel as if through butter.
====Maces and Clubs====
Sometimes the simplest tools are the best. Whether it be a stout piece of wood or a spiked mace, a good clubbing weapon
can be deadly in the hands of a strong warrior. The minions of Mephisto—the undead—are said to have an especially difficult time resisting the effects of broken bones and shattered limbs.
====Staves====
<p style="text-align: right;">(Page 38)</p>
The art of staff fighting has never gained much acceptance in Khanduras, but long ago the Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused magical energy. The process of creating a spell staff is very time consuming, but even an apprentice Vizjerei can recharge a staff by channeling magical energy into it. Spell staves may be used to cast spells that the wielder does not yet know, and that do not require the expenditure of mana. The staff must be wielded in order to use the spell it contains.
Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It is also possible to find staves that have been further enchanted to make them more effective in combat or to grant other abilities to the wielder.
''To prepare a spell from a staff, use the Speedbook to ready the spell. Spells from staves will appear on an orange background. To cast the spell right-click on the spell’s target.''
====Bows====
Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however, knows that a bow is no match for a sword or other weapon if the fighting should come to close quarters. ''Note:''
''Holding down the Shift key while attacking with a bow will prevent your character from moving closer to his or her target.''
===Armor===
<p style="text-align: right;">(Page 40)</p>
Good armor is essential if you wish to survive the attacks of the creatures lurking in the labyrinth. Even a simple leather jerkin or thick cloak can help to turn aside a weapon’s edge or a demon’s claws and prevent the wearer from being mortally wounded. There are three general classifications of armor.
====Light Armor====
Light armor ranges from simple clothing, such as robes and cloaks, to hardened leather armor. Even tossed aside rags will provide some protection. Although armor of this type offers minimal protection from most attacks, it is very lightweight and inexpensive to repair.
====Medium Armor====
This category includes basic metal armor, such as chain mail and ring mail. In general, armors of this type provide good protection from physical attacks, but are heavy enough that only athletic characters can wear them comfortably.
====Heavy Armor====
Most heavy armor consists of solid metal plates over a chain mesh. The extent of the plate coverage determines the exact type of armor. Field plate, for instance, covers only the torso and arms with solid plates to provide maximum mobility. Only the strongest heroes can wear heavy armor, and it is very expensive to repair. Plate armor does provide the highest protection possible from physical attacks, and enchanted plate armor can make a warrior nearly unstoppable.
====Helmets====
Even a simple leather cap can spell the difference between life and death, and it is a good idea to use the best helmet
that you can afford. Many members of the Horadrim wore crowns of unearthly metals to reflect their status, and often these crowns were enchanted for superior protection.
====Shields====
Shields are extremely popular as both a means of defense and decoration. Your character will automatically attempt to
block any incoming blows with his or her shield, and in times of desperation it can even be used as a bashing weapon. Bows, axes, staves, and other two-handed weapons cannot be used in conjunction with a shield.
===Jewelry===
Precious gems and metals make excellent foci for magical enchantments. Although most of the knowledge of creating
such talismans has been either been long lost or is jealously guarded by the Eastern mage clans, rings and amulets of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each hand, and but one amulet may be worn about the neck. The greatest advantage of rings and amulets is that they are nearly impossible to strike in combat, and as such do not need to be repaired or maintained as armor does.
===Potions===
One form of magic that is still strong in the West is the brewing of elixirs that can have a variety of beneficial effects on the imbiber. By far the most common of these draughts are healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana potions are infused with raw magical energy to restore the abilities of spell casters that have expended their power. The old church is sure to have a strong supply of both types of potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft may also be able to supply your character with potions, for the right price. It’s known that the greatest of the Horadrim alchemists created strange concoctions that permanently affected the drinker.
''To drink a potion, right-click on it when it is on your belt or in your backpack. You can also use the potion’s hotkey if it is on your character’s belt.''
==The Great Conflict==