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Diablo II Manual

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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.
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==Sorceress==
<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 exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visit certain families across [[Sancutary]]. These families had one thing in common—they each had a seven year-old daughter. Always good-natured and polite, the Zann Esu
visitors would meet the girls, ask a few questions, and then leave. A select few of the girls were visited a second time and offered apprenticeships. The families of those chosen enjoyed good fortune for many years after.
 
The Zann Esu, or [[Sorceresses]] as they are generally known, are on a quest for purity, the pursuit of the “perfect”
magic. They feel the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon [[elemental magic]]. They mold the base elements into whatever magical forms they need — threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.
 
The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and biding their time until the [[Emergence of Evil]]. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.
 
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.
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===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.
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==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:
 
'''Active Skills''' - To use an active skill, you must assign the skill to one of your character’s Action Icons. In general, active skills are split between the left and right Action Icons. You will need to examine the Action Icon menus for your character to determine how your active skills are split between them.
 
'''Passive Skills''' - Passive skills are always in use, and are never assigned to an Action Icon. Passive skills are colored red with a gold symbol in your skill-tree to help you identify them. Passive skills do not consume Mana, and are active from the time you learn the skill.
 
'''Auras''' - Unique to [[Paladin]]s and certain [[monsters|creatures]], Auras project a field of influence around the caster. Any allied character, hireling or minion will benefit from the aura so long as they are within the aura’s range. Those who are under the effect of an aura are indicated in the Play Area by a glowing halo beneath their feet.
 
'''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.
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===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 Amazons formidable foes. Their agility and combination of magical and physical combat abilities make them flexible and adept opponents in battle.
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====Bow and Crossbow Skills====
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
====Passive and Magic Skills====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 47)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
 
 
'''Valkyrie'''
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.''
 
 
'''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====
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
 
 
'''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.''
 
 
'''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''
 
 
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
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===Barbarian Skills===
Out of necessity, the nomadic Barbarians 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.
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====Combat skills====
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 51)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
====Combat Masteries====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 52)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 53)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
====War Cries====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 54)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 55)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
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===Necromancer Skills===
The Art of Necromancy is mysterious and commonly misunderstood. Though Necromancers 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====
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 56)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 57)</div>'''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====
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 58)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
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====Summoning Spells====
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 59)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 60)</div>'''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.
::''Effect: A Golem of fire that uses fire damage to heal itself.''
 
 
'''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.
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===Paladin Skills===
Fueled by their zeal, Paladins wield powerful skills made possible only through years of devout dedication and sacrifice. Long campaigns in the Crusades have further tempered their abilities, honing them to razor sharp manifestations of the will of the Light.
 
 
====Combat Skills====
'''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.''
 
 
'''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.''
 
 
'''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 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>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
 
 
'''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====
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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 61)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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====
'''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.''
 
 
'''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>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
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===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====
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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 64)</div>'''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.
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
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====Lightning Spells
'''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.''
 
 
'''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 64)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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>'''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.''
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===Cold Spells===
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 69)</div>'''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.''
 
 
'''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.''
 
 
'''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.''
 
 
'''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.''
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==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.
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===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.
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===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.
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===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.
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===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.
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===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.
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===Stackable Items===
Some items can be stacked to fit, one on top of the other, in the same inventory slot. Examples include: keys, and all items that can be thrown or shot by a bow — arrows, bolts, throwing knives, javelins, exploding potions, poison potions and such. Stackable items have as part of their property description a quantity (even if the quantity is 1) when highlighted. As you use the item, this number decreases until you have exhausted the stack.
 
You may consolidate stackable items of the same type, like quivers of arrows, by picking up one stack and dropping it onto another stack. The quantities in both stacks are added together to form a new stack. If the resulting stack would exceed the maximum allowable number of stacked items in a slot, any extras will form a separate stack. You cannot un-stack items once they have been stacked. Note that only items that are exactly alike may be stacked.
 
When using ranged weapons, an icon of “crossed arrows” appears on the Play Area whenever your quiver is running low on ammunition.
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===Durability===
The rigors of battle inflict great wear and tear on a hero’s equipment, eventually rendering the equipment unusable. Items subject to wear show a numeric Durability rating in their description, when highlighted. The first number indicates the current durability of the item while the second number represents the item’s total 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.
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===Weapons===
Since the coming of the Three, the world has become a very dangerous place. With the minions of Hell freely roaming the land, only the suicidal would travel without protection of some kind. There are numerous weapons available to those who wish to keep their limbs intact, some better suited than others for dealing with threats.
 
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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