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Читы для Diablo

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Diablo

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Blizzard North
Издатель:Blizzard Entertainment
Модель распространения:розничная продажа
Жанры:RPG (Rogue/Action) / Isometric
Multiplayer:(4) модем, нуль-модем, LAN, Internet

Даты выхода игры | Раскрыть все

вышла в мае 1998 г.
вышла в апреле 1998 г.
вышла в марте 1998 г.

FAQ [ENG]

Информация актуальна для
--------------------------------------------------

                                       DIABLO FAQ v0.5
                                           for PC
                                       by Stinger 3:16
                                   arunraya@centrin.net.id


This  FAQ  is  for  private  and  personal  use.  It  can  only  be  reproduced
electronically,
and  if  placed  on  a  web  page  or  site,  may be altered as long as this
disclaimer and the
copyright  notice  appear  unaltered and in full.  This FAQ is not to be used
for profitable or
promotional  purposes,  etc.  Please  do  not  use  this  FAQ on your website
without asking my
permission first. And don't take some part or whole part of this walkthrough and
put your names
on it. I not made this FAQ for some damn plagiarist put their names on it. I
work hard for make
this FAQ, so please don't rip-off my work.  If you want  to ripp-off  my
walkthrough,  tell  me
first,  so I can put you in my Damned List. This list will only works  after 
the person inside
the list is dead.  Their  soul  will be  damned  for all eternity.  I made  a
lot sacrifices to
obtain that skill,  but I think it's worth,  considering  they are pain in my
ass,  leech in my
blood, and parasite in my life.
One last note for :
1. Mr. Jealous : I'm very tired reading your comments about other people's  faq.
                 Why don't you mind  your own  damn business.  What's wrong with
                 big faqs? Envy?
2. Mr. Stingy  : Do you know  what  a faq's for?  To help the reader.  So if you
                 don't want  to tell its secret,  why  you make a faq?  Is it so
                 other people know how great you are?
Diablo is (c) Blizzard and (c) Sony Entertainment.

===============================================================================================
T A B L E  O F  C O N T E N T S
===============================================================================================

01.  R E V I S I O N  H I S T O R Y

02.  C L A S S E S
     * WARRIOR
     * ROGUE
     * SORCERER

03.  Q U E S T S

04.  I T E M  L I S T
     * HELMS
     * ARMOR
     * SWORDS
     * SHIELDS
     * BOWS
     * AXES
     * STAVES
     * MISC. WEAPONS

05.  U N I Q U E  I T E M  L I S T
     * HELMS
     * ARMOR
     * SWORDS
     * SHIELDS
     * BOWS
     * AXES
     * CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR HAMMER
     * STAVES
     * RINGS AND AMULET

06.  M O N S T E R  L I S T

07.  S H R I N E S  A N D  F O U N T A I N S

08.  L E V E L  A N D  E X P E R I E N C E

09.  B O O K S

10.  L I B R A R I E S
     * BOOK I
     * BOOK II

11.  I T E M S

12.  M A G I C

13.  S P E L L  D E S C R I P T I O N

14.  M O N S T E R S

15.  G O S S I P  A R O U N D  T R I S T R A M

16.  W H A T  D O  T H E Y  S A Y  A B O U T  T H E  Q U E S T

17.  H I N T S  A N D  T I P S

18.  C R E D I T S

19.  S P E C I A L  T H A N K S

20.  L I S T  O F  T H E  D A M N E D

21.  I M P O R T A N T  N O T E

22.  A U T H O R ' S  N O T E

===============================================================================================
01.  R E V I S I O N  H I S T O R Y
===============================================================================================

VERSION 0.5 (19 January 2000)
Added a hint on 'Hints and Tips' section.

VERSION 0.4 (10 November 1999)
Added 'Spell description', 'Gossip around Tristram' and 'What do they say'
section.

VERSION 0.3 (03 November 1999)
Well, well, well... What do we have here? Yes, another bastard has enter my List
of the Damned.
Congratulations asshole!!! And I also have got VEGA's e-mail address.  Check on
my  List of the
Damned.

VERSION 0.2 (14 October 1999)
Added some changes.

VERSION 0.1 (25 September 1999)
First release. Contain most of this faq.

===============================================================================================
02.  C L A S S E S
===============================================================================================

WARRIOR
The Warriors of the lands of Khanduras  are well trained in all of the weapons
of war.  Ranging
from  crusading paladins to unscrupulous mercenaries,  Warriors can be found 
wherever there is
conflict  amongst their countrymen.  Many of these adventuresome men  joined
with King Leoric's
army  and went to battle against the Northern kingdom of Westmarch.  As the
fires of war burned
themselves out, these Warriors returned home to find their kingdom is shattered
disarray.
Dark rumors  of the mysterious demise of King Leoric abound and the evil that
lurks  within his
Cathedral  has drawn many Warriors  to Khanduras seeking fortune and glory. 
Though  they  were
warned  by the people of Tristram,  a few of these brave souls  have ventured 
into the chaotic
labyrnth beneath the old church - never to be heard from again...
Whether  they are driven by valor,  honor,  madness or greed,  new Warriors 
arrive in Tristram
every day, ready to challenger the dark unknown that awaits them beneath the
earth.
The Warrior is the strongest and toughest of the three available Classes,  and
he excels in the
art  of close combat.  His primary weakness is  that  his extensive physical
training  has left
little time to develop more than a rudimentary knowledge of magic. The extended
periods of time
that most Warriors spend away  from their homes and civilization  requires  that
they learn  to
repair  their own weapons and armor,  although their skill is no match for the
talent of a true
blacksmith.
                       |===============================================|
                       |  ATTRIBUTES  | STARTING VALUE | MAXIMUM VALUE |
                       |===============================================|
                       | Strength     |       30       |      250      |
                       | Magic        |       10       |       50      |
                       | Dexterity    |       20       |       60      |
                       | Vitality     |       25       |      100      |
                       |===============================================|
                       | TOTAL VALUE  |       85       |      460      |
                       |===============================================|


ROGUE
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
underestimating these steel nerved women in combat and paid a terrible price for
their vanity.
The strange events  transpiring in Khanduras have caught the attention of many
of these Rogues.
They have come from as far as the Eastern dunes to test their skills against the
dark evil that
is said to be lurking in Tristram. It is also believed that untold riches wait
to be discovered
among the ruins of the Horadrim monastery.
Although not as powerful in close combat as the Warrior,  the Rogue is the
undisputed master of
the bow.  A skilled Sister  can send  a stream of arrows  at an opponent,  each 
fired  with  a
seemingly  careless precision.  The innate sixth sense  that  all Rogues  seem
to possess  also
allows them to sense trapped fixtures, and aids them in attempts to disarm these
traps.
                       |===============================================|
                       |  ATTRIBUTES  | STARTING VALUE | MAXIMUM VALUE |
                       |===============================================|
                       | Strength     |       20       |       55      |
                       | Magic        |       15       |       70      |
                       | Dexterity    |       30       |      250      |
                       | Vitality     |       20       |       80      |
                       |===============================================|
                       | TOTAL VALUE  |       85       |      455      |
                       |===============================================|


SORCERER
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 horros 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 robes -
have taken  a keen
interst  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 expert to
rapidly grow in
power  as he discovers new incantations.  All Sorcerers possess the ablility  to
recharge spell
staves by drawing power from their surroundings and channeling them through the
staff.
                       |===============================================|
                       |  ATTRIBUTES  | STARTING VALUE | MAXIMUM VALUE |
                       |===============================================|
                       | Strength     |       15       |       45      |
                       | Magic        |       35       |      250      |
                       | Dexterity    |       15       |       85      |
                       | Vitality     |       20       |       80      |
                       |===============================================|
                       | TOTAL VALUE  |       85       |      460      |
                       |===============================================|


===============================================================================================
03.  Q U E S T S
===============================================================================================


       
|============================================================================|
        |          NAME            | FOUND ON LEVEL |           PRIZE(s)        
    |
       
|============================================================================|
        | The Butcher              |        2       | Butcher's Cleaver (Unique
Axe) |
        | Poisoned Water Supply    |        2       | Ring of Truth (Unique
Ring)    |
        | The Curse of King Leoric |        3       | Undead Crown (Unique Helm)
    |
        | Odgen's Sign             |        4       | Harlequin Crest (Unique
Helm)  |
        | Gharbad the Weak         |        4       | Random item               
    |
        | The Magic Rock           |        5       | Empyrean Band (Unique
Ring)    |
        | Valor                    |        5       | Arkaine's Valor (Unique
Armor) |
        | The Chamber of Bone      |        6       | Guardian spell            
    |
        | Halls of the Blind       |        7       | Optic Amulet (Unique
Amulet)   |
        | Zhar the Mad             |        8       | Random item               
    |
        | Black Mushroom           |        9       | Spectral Elixir           
    |
        | Anvil of Fury            |       10       | Griswold's Edge (Unique
Sword) |
        | Warlord of Blood         |       13       | Random item               
    |
        | Lachdanan                |       14       | Veil of Steel (Unique
Helm)    |
        | Archbishop Lazarus       |       15       | Random item               
    |
        | Diablo                   |       16       | -                         
    |
       
|============================================================================|


===============================================================================================
04.  I T E M  L I S T
===============================================================================================


                                            HELMS
           
|===================================================================|
            |     NAME    |  ARMOR CLASS  |   DURABILITY   |   BUY   |   SELL  
|
           
|===================================================================|
            | Cap         |      1-3      |       15       |    15   |     3   
|
            | Crown       |      8-12     |       40       |   200   |    50   
|
            | Full Helm   |      6-8      |       35       |    90   |    22   
|
            | Great Helm  |     11-15     |       60       |   400   |   100   
|
            | Helm        |      4-5      |       30       |    40   |    10   
|
            | Skull Cap   |      2-3      |       20       |    25   |     6   
|
           
|===================================================================|


                                            ARMOR
      
|============================================================================|
       |          NAME          |  ARMOR CLASS  |  DURABILITY  |   BUY   |  
SELL   |
      
|============================================================================|
       | Breast Plate           |     20-24     |      80      |   2800  |   
700   |
       | Cape                   |      1-4      |      12      |     10  |     
2   |
       | Chain Mail             |     21-22     |      55      |   1300  |   
312   |
       | Cloak                  |      3-7      |      15      |     40  |    
10   |
       | Field Plate            |     40-44     |      80      |   5800  |  
1450   |
       | Full Plate Mail        |     64-70     |      90      |   6500  |  
1625   |
       | Gothic Plate           |     52-59     |     100      |   8000  |  
2000   |
       | Hard Leather Armor     |     12-13     |      40      |    450  |   
112   |
       | Leather Armor          |     11-12     |      35      |    300  |    
75   |
       | Plate Mail             |     44-49     |      75      |   4600  |  
1150   |
       | Quilted Armor          |      8-10     |      30      |    200  |    
50   |
       | Rags                   |      2-6      |       6      |      5  |     
1   |
       | Ring Mail              |     18-20     |      50      |    900  |   
225   |
       | Robe                   |      4-7      |      24      |     75  |    
18   |
       | Scale Mail             |     25-28     |      60      |   2300  |   
575   |
       | Splint Mail            |     32-35     |      65      |   3250  |   
812   |
       | Studded Leather Armor  |     15-17     |      45      |    700  |   
175   |
      
|============================================================================|


                                           SWORDS
     
|==============================================================================|
      |           NAME            |   DAMAGE   |   DURABILITY   |   BUY   |  
SELL   |
     
|==============================================================================|
      | Bastard Sword             |    6-15    |       60       |   1000  |   
250   |
      | Blade                     |    3-8     |       30       |    280  |    
70   |
      | Broad Sword               |    4-12    |       50       |    750  |   
187   |
      | Claymore                  |    1-12    |       36       |    450  |   
112   |
      | Dagger                    |    1-4     |       16       |     60  |    
15   |
      | Falchion                  |    4-8     |       20       |    250  |    
62   |
      | Great Sword (two-handed)  |   10-20    |      100       |   3000  |   
750   |
      | Long Sword                |    2-10    |       40       |    350  |    
87   |
      | Sabre                     |    1-8     |       45       |    170  |    
42   |
      | Scimitar                  |    3-7     |       28       |    200  |    
50   |
      | Short Sword               |    2-6     |       24       |    120  |    
30   |
      | Two Handed Sword          |    8-16    |       75       |   1800  |   
450   |
     
|==============================================================================|


                                          SHIELDS
        
|========================================================================|
         |      NAME      |   ARMOR CLASS   |   DURABILITY   |   BUY   |   SELL 
 |
        
|========================================================================|
         | Buckler        |       1-5       |       10       |     30  |      7 
 |
         | Gothic Shield  |      17-18      |       60       |   2300  |    575 
 |
         | Kite Shield    |       9-14      |       40       |    400  |    100 
 |
         | Large Shield   |       5-8       |       32       |    200  |     50 
 |
         | Small Shield   |       3-8       |       24       |     90  |     22 
 |
         | Tower Shield   |      14-19      |       50       |    850  |    212 
 |
        
|========================================================================|


                                           BOWS
         
|======================================================================|
          |       NAME        |   DAMAGE   |   DURABILITY   |   BUY   |   SELL  
|
         
|======================================================================|
          | Composite Bow     |    3-6     |       45       |   600   |    150  
|
          | Hunter's Bow      |    2-5     |       40       |   350   |     87  
|
          | Long Battle Bow   |    1-10    |       50       |  1000   |    250  
|
          | Long Bow          |    1-6     |       35       |   250   |     62  
|
          | Long War Bow      |    1-14    |       60       |  2000   |    500  
|
          | Short Battle Bow  |    3-7     |       45       |   750   |    187  
|
          | Short Bow         |    1-4     |       30       |   100   |     25  
|
          | Short War Bow     |    4-8     |       55       |  1500   |    375  
|
         
|======================================================================|


                                           AXES
             |================================================================|
             |     NAME    |   DAMAGE   |   DURABILITY   |   BUY   |   SELL   |
             |================================================================|
             | Axe         |    4-12    |       32       |   450   |    112   |
             | Battle Axe  |   10-25    |       60       |  1500   |    375   |
             | Broad Axe   |    8-20    |       50       |  1000   |    250   |
             | Great Axe   |   12-30    |       75       |  2500   |    625   |
             | Large Axe   |    6-16    |       40       |   750   |    187   |
             | Small Axe   |    2-10    |       24       |   150   |     37   |
             |================================================================|


                                          STAVES
               |===========================================================|
               |       NAME       |   DAMAGE   |   DURABILITY   |   SELL   |
               |===========================================================|
               | Composite Staff  |    5-10    |      45        |    125   |
               | Long Staff       |    4-8     |      35        |     25   |
               | Quarter Staff    |    6-12    |      35        |     25   |
               | Short Staff      |    2-4     |      25        |      7   |
               | War Staff        |    8-16    |      75        |    375   |
               |===========================================================|


                                       MISC. WEAPONS
        
|=======================================================================|
         |        NAME        |   DAMAGE   |   DURABILITY   |   BUY   |   SELL  
|
        
|=======================================================================|
         | Club               |    1-6     |       20       |    20   |      5  
|
         | Flail              |    2-12    |       36       |   500   |    125  
|
         | Mace               |    1-8     |       32       |   200   |     50  
|
         | Maul (two-handed)  |    6-20    |       50       |   900   |    225  
|
         | Morning Star       |    1-10    |       40       |   300   |     75  
|
         | Spiked Club        |    3-6     |       20       |   225   |     56  
|
         | War Hammer         |    5-9     |       50       |   600   |    150  
|
        
|=======================================================================|


===============================================================================================
05.  U N I Q U E  I T E M  L I S T
===============================================================================================


                                         UNIQUE HELMS
|=============================================================================================|
|      NAME       |     SPECIAL ABILITIES      |  REQUIREMENTS  |  AC  |
DURABILITY |  VALUE  |
|=============================================================================================|
|                 | * -4 to All Attributes     |                |      |        
   |         |
| Fools Crest     | * Hit Points : +100        |      None      |   0  |     30 
   |         |
|                 | * +5 Damage from Enemies   |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * +20 to All Attributes    |                |      |        
   |         |
| Gotteramerung   | * -4 Damage from Enemies   | Strength : 50  |  60  |     60 
   |  13725  |
|                 | * Resist All = 0           |                |      |        
   |         |
|                 | * -40% Light Radius        |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * +2 to All Attributes     |                |      |        
   |         |
| Harlequin Crest | * Hit Points : +7          |      None      |  -3  |     15 
   |   1000  |
|                 | * -1 Damage from Enemies   |                |      |        
   |         |
|                 | * Mana : +7                |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
| Helm of Spirits | * Life Stealing 5%         | Strength : 25  |   4  |     30 
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * +8 to All Attributes     |                |      |        
   |         |
|                 | * Fire Hit Damage : 10-20  |                |      |        
   |         |
| Lightforge      | * +40% Light Radius        |      None      |  15  |    IND 
   |         |
|                 | * +150% Damage             |                |      |        
   |         |
|                 | * Chance to Hit : +25%     |                |      |        
   |         |
|                 | * Indestructible           |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * +20 to Strength          |                |      |        
   |         |
|                 | * -20 to Magic             |                |      |        
   |         |
| Overlord's Helm | * +15 to Dexterity         | Strength : 25  |   4  |     15 
   |   3125  |
|                 | * +5 to Vitality           |                |      |        
   |         |
|                 | * Altered Durability       |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * +10 to All Attributes    |                |      |        
   |         |
| Royal Circlet   | * Mana : +40               |      None      |  40  |     40 
   |   6218  |
|                 | * Armor Class : 40         |                |      |        
   |         |
|                 | * +10% Light Radius        |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * Mana : +30               |                |      |        
   |         |
| Thinking Cap    | * Spell Levels : +2        |      None      |   3  |      1 
   |    505  |
|                 | * Resist All : +20%        |                |      |        
   |         |
|                 | * Altered Durability       |                |      |        
   |         |
|-----------------|----------------------------|----------------|------|------------|---------|
| Undead Crown    | * Life Stealing            |      None      |   8  |     50 
   |   4162  |
|-----------------|----------------------------|----------------|------|------------|---------|
|                 | * Resist All : +50%        |                |      |        
   |         |
|                 | * -20% Light Radius        |                |      |        
   |         |
| Veil of Steel   | * +60% Armor               |      None      |  18  |     60 
   |  15950  |
|                 | * Mana : -30               |                |      |        
   |         |
|                 | * +15 to Strength          |                |      |        
   |         |
|                 | * +15 to Vitality          |                |      |        
   |         |
|=============================================================================================|


                                         UNIQUE ARMOR
|=============================================================================================|
|         NAME          |      SPECIAL ABILITIES      |  REQUIREMENTS  |  AC  | 
DUR  | VALUE |
|=============================================================================================|
|                       | * +10 to Vitality           |                |      | 
     |       |
| Arkaine's Valor       | * -3 Damage from Enemies    |      None      |  25  | 
 40  | 10500 |
|                       | * Fastest Hit Recovery      |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +10 to Strength           |                |      | 
     |       |
| Demonspike Coat       | * -6 Damage from Enemies    | Strength : 90  | 100  | 
IND  |       |
|                       | * Resist Fire : +50%        |                |      | 
     |       |
|                       | * Indestructible            |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * -2 Damage from Enemies    |                |      | 
     |       |
| Gladiator's Bane, The | * -3 to All Attributes      | Strength : 20  |  25  | 
135  |   862 |
|                       | * High Durability           |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +5 to Strength            |                |      | 
     |       |
| Leather of Aut        | * -5 to Magic               |      None      |  15  | 
IND  |  2637 |
|                       | * +5 to Dexterity           |                |      | 
     |       |
|                       | * Indestructible            |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +5 to Magic               |                |      | 
     |       |
| Naj's Light Plate     | * Mana : +20                |      None      | 44-48| 
 75  | 19675 |
|                       | * Resist All : +20%         |                |      | 
     |       |
|                       | * Spell Levels : +1         |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * Faster Hit Recovery       |                |      | 
     |       |
|                       | * -40% Light Radius         |                |      | 
     |       |
| Nightscape            | * Armor Class : 15          |      None      |  15  | 
 12  |  2900 |
|                       | * +3 to Dexterity           |                |      | 
     |       |
|                       | * Resist All : +20%         |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +1 to All Attributes      |                |      | 
     |       |
| Rainbow Cloak, The    | * Resist All : +10%         |      None      |  10  | 
 27  |  1225 |
|                       | * Hit Points : +5           |                |      | 
     |       |
|                       | * High Durability           |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +5 to Dexterity           |                |      | 
     |       |
| Scavenger Carapace    | * Resist Lightning : +40%   | Strength : 40  |  -7  | 
 80  |  3500 |
|                       | * Armor Class : -7          |                |      | 
     |       |
|                       | * -15 Damage from Enemies   |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
| Sparking Mail         | * Lightning Hit Damage      | Strength : 30  |  30  | 
 55  |  3937 |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +10 to Vitality           |                |      | 
     |       |
| Torn Flesh of Souls   | * -1 Damage from Enemies    |      None      |   8  | 
IND  |  1206 |
|                       | * Indestructible            |                |      | 
     |       |
|-----------------------|-----------------------------|----------------|------|-------|-------|
|                       | * +5 to Magic               |                |      | 
     |       |
|                       | * Resist Lightning : +25%   |                |      | 
     |       |
| Wisdom's Wrap         | * -1 Damage from Enemies    |      None      |  15  | 
 24  |  1550 |
|                       | * Armor Class : 15          |                |      | 
     |       |
|                       | * Mana : +10                |                |      | 
     |       |
|=============================================================================================|


                                         UNIQUE SWORDS
|=============================================================================================|
|           NAME           |     SPECIAL ABILITIES     |  REQUIREMENTS  |  DAM 
| DUR | VALUE |
|=============================================================================================|
|                          | * +2 to Vitality          |                |      
|     |       |
| Black Razor              | * +150% Damage            |      None      |  1-4 
|  5  |   500 |
|                          | * Altered Durability      |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +10 to Strength         |                |      
|     |       |
|                          | * -5 to Magic             |                |      
|     |       |
| Bonesaw, The             | * -5 to Dexterity         | Strength : 35  |  1-12
|  36 |  1100 |
|                          | * Hit Points : +10        |                |      
|     |       |
|                          | * Mana : -10              |                |      
|     |       |
|                          | * Adds 10 Points to Damage|                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +5 to Vitality          |                |      
|     |       |
| Defender, The            | * Armor Class : 5         | Strength : 17  |  1-8 
|  45 |   500 |
|                          | * Chance to Hit : -5%     |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Chance to Hit : +25%    |                |      
|     |       |
|                          | * +250% Damage            |                |      
|     |       |
| Doombringer              | * -5 to All Attributes    | Strength : 50  |  6-15
|  60 |  4562 |
|                          | * Hit Points : -25        |                |      
|     |       |
|                          | * -20% Light Radius       |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +150% Damage            |                |      
|     |       |
| Executioner's Blade, The | * Hit Points : -10        | Strength : 30  |  4-8 
|  60 |  1770 |
|                          | * -10% Light Radius       |                |      
|     |       |
|                          | * High Durability         |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +10 to Dexterity        |                |      
|     |       |
| Falcon's Talon, The      | * Chance to Hit : +20%    | Strength : 23  |  3-7 
|  28 |  1966 |
|                          | * -33% Damage             | Dexterity : 23 |      
|     |       |
|                          | * Fastest Attack          |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +2 to All Attributes    |                |      
|     |       |
| Gibbous Moon             | * +25% Damage             | Strength : 40  |  4-12
|  50 |  1665 |
|                          | * -30% Light Radius       |                |      
|     |       |
|                          | * Mana : +15              |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * -5 to Dexterity         |                |      
|     |       |
| Gonnagal's Dirk          | * Adds 4 Points to Damage |      None      |  1-4 
|  15 |       |
|                          | * Resist Magic : +25%     |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * One Handed Sword        |                |      
|     |       |
|                          | * +5 to All Attributes    |                |      
|     |       |
| Grandfather              | * Chance to Hit : +20%    | Strength : 75  | 10-20
| 100 | 29950 |
|                          | * +70% Damage             |                |      
|     |       |
|                          | * Hit Points : +20        |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Fast Attack             |                |      
|     |       |
|                          | * Chance to Hit : +25%    |                |      
|     |       |
| Griswold's Edge          | * Fire Hit Damage : 1-10  | Strength : 40  |  4-12
|  50 | 10500 |
|                          | * Knocks Target Back      |                |      
|     |       |
|                          | * Hit Points : -20        |                |      
|     |       |
|                          | * Mana : +20              |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +20 to Strength         |                |      
|     |       |
|                          | * -5 to Vitality          |                |      
|     |       |
| Grizzly                  | * Armor Class : -5        | Strength : 65  |  8-16
| 150 | 12500 |
|                          | * +200% Damage            |                |      
|     |       |
|                          | * Knocks Target Back      |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Fast Attack             |                |      
|     |       |
|                          | * Knocks Target Back      |                |      
|     |       |
| Gryphon's Claw           | * +100% Damage            | Strength : 20  |  4-8 
|  30 |       |
|                          | * +2 to Magic             |                |      
|     |       |
|                          | * -5 to Dexterity         |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Resist Fire : +40%      |                |      
|     |       |
| Ice Shank                | * Altered Durability      | Strength : 30  |  2-10
|  15 |  1312 |
|                          | * +8 to Strength          | Dexterity : 30 |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Fire Hit Damage : 2-12  |                |      
|     |       |
| Inferno                  | * Mana : +20              | Strength : 30  |  2-10
|  40 |  8650 |
|                          | * Resist Fire : +75%      | Dexterity : 30 |      
|     |       |
|                          | * +30% Light Radius       |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Lightning Hit : 1-10    |                |      
|     |       |
| Light Sabre              | * +20% Light Radius       | Strength : 17  |  1-8 
|  45 |  4787 |
|                          | * Chance to Hit : +20%    |                |      
|     |       |
|                          | * Resist Lightning : +50% |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * Chance to Hit : +15%    |                |      
|     |       |
| Shadowhawk               | * -20% Light Radius       | Strength : 40  |  4-12
|  50 |  3437 |
|                          | * Resist All : +5%        |                |      
|     |       |
|                          | * Life Stealing 5%        |                |      
|     |       |
|--------------------------|---------------------------|----------------|-------|-----|-------|
|                          | * +15 to Magic            |                |      
|     |       |
| Wizardspike              | * Mana : +35              |      None      |  1-4 
|  16 |  3230 |
|                          | * Chance to Hit : +25%    |                |      
|     |       |
|                          | * Resist All : +15%       |                |      
|     |       |
|=============================================================================================|


                                         UNIQUE SHIELDS
|=============================================================================================|
|        NAME        |      SPECIAL ABILITIES     |  REQUIREMENTS  | AC | 
DURABILITY | VALUE |
|=============================================================================================|
|                    | * +10 to Dexterity         |                |    |       
     |       |
| Blackoak Shield    | * -10 to Vitality          | Strength : 25  | 18 |     
60     |  1431 |
|                    | * -10% Light Radius        |                |    |       
     |       |
|                    | * High Durability          |                |    |       
     |       |
|--------------------|----------------------------|----------------|----|-------------|-------|
|                    | * +5 to Strength           |                |    |       
     |       |
| Dragon's Breach    | * -5 to Magic              | Strength : 50  | 20 |    
IND     |  4800 |
|                    | * Resist Fire : +25%       |                |    |       
     |       |
|                    | * Indestructible           |                |    |       
     |       |
|--------------------|----------------------------|----------------|----|-------------|-------|
|                    | * Fast Block               |                |    |       
     |       |
| Holy Defender      | * Resist Fire : +20%       | Strength : 40  | 15 |     
96     |  3450 |
|                    | * -2 Damage from Enemies   |                |    |       
     |       |
|                    | * High Durability          |                |    |       
     |       |
|--------------------|----------------------------|----------------|----|-------------|-------|
|                    | * Armor Class : 10         |                |    |       
     |       |
|                    | * Hit Points : +10         |                |    |       
     |       |
| Split Skull Shield | * +2 to Strength           |      None      | 10 |     
15     |   506 |
|                    | * -10% Light Radius        |                |    |       
     |       |
|                    | * Altered Durability       |                |    |       
     |       |
|--------------------|----------------------------|----------------|----|-------------|-------|
|                    | * Armor Class : 40         |                |    |       
     |       |
|                    | * +4 Damage from Enemies   |                |    |       
     |       |
| Storm Shield       | * +10 to Strength          | Strength : 80  | 40 |    
IND     | 12250 |
|                    | * Indestructible           |                |    |       
     |       |
|                    | * Fast Block               |                |    |       
     |       |
|=============================================================================================|


                                         UNIQUE BOWS
|=============================================================================================|
|        NAME        |     SPECIAL ABILITIES     |  REQUIREMENTS  | DAMAGE | 
DUR   |  VALUE  |
|=============================================================================================|
|                    | * +10 to Dexterity        |                |        |    
   |         |
| Blackoak Bow       | * -10 to Vitality         | Strength : 25  |  1-6   |  
35   |    625  |
|                    | * +50% Damage             | Dexterity : 30 |        |    
   |         |
|                    | * -10% Light Radius       |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * +4 to Dexterity         |                |        |    
   |         |
|                    | * -3 to Vitality          |                |        |    
   |         |
| Bow of the Dead    | * Chance to Hit : +10%    | Strength : 25  |  3-6   |  
30   |    625  |
|                    | * -20% Light Radius       | Dexterity : 40 |        |    
   |         |
|                    | * Altered Durability      |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
| Celestial Bow, The | * Armor Class : 5         | Dexterity : 30 |  1-6   |  
35   |    300  |
|                    | * Adds 2 Points to Damage |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * +20 to Dexterity        |                |        |    
   |         |
| Eaglehorn          | * Chance to Hit : +50%    | Strength : 30  |  1-10  | 
IND   |  10625  |
|                    | * +100% Damage            | Dexterity : 60 |        |    
   |         |
|                    | * Indestructible          |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * Fire Hit Damage : 1-6   |                |        |    
   |         |
| Flamedart          | * Chance to Hit : +20%    | Strength : 20  |  2-5   |  
40   |   3562  |
|                    | * Resist Fire : +40%      | Dexterity : 35 |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * +15 to Dexterity        |                |        |    
   |         |
| Fleshstinger       | * Chance to Hit : +40%    | Strength : 25  |  1-6   |  
37   |   4125  |
|                    | * +80% Damage             | Dexterity : 30 |        |    
   |         |
|                    | * High Durability         |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * Chance to Hit : +50%    |                |        |    
   |         |
| Needler, The       | * Unusual Item Damage     |      None      |  1-3   |  
30   |   2225  |
|                    | * Fast Attack             |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * -3 to Dexterity         |                |        |    
   |         |
| Rift Bow           | * Random Speed Arrows     |      None      |  1-4   |  
30   |    450  |
|                    | * Adds 2 Points to Damage |                |        |    
   |         |
|--------------------|---------------------------|----------------|--------|--------|---------|
|                    | * +5 to Strength          |                |        |    
   |         |
| Windforce          | * +200% Damage            | Strength : 45  |  1-14  |  
60   |   9437  |
|                    | * Knocks Target Back      | Dexterity : 80 |        |    
   |         |
|=============================================================================================|


                                         UNIQUE AXES
|=============================================================================================|
|          NAME          |      SPECIAL ABILITIES      |  REQUIREMENTS | DAMAGE
| DUR | VALUE |
|=============================================================================================|
|                        | * Spell Levels : +1         |               |       
|     |       |
| Aguinara's Hatchet     | * +10 to Magic              |      None     |  2-10 
|  24 |  6200 |
|                        | * Resist Magic : +75%       |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * -5 to All Attributes      |               |       
|     |       |
| Bloodslayer            | * +100% Damage              | Strength : 50 |  8-20 
|  50 |   625 |
|                        | * +200% Damage vs. Demons   |               |       
|     |       |
|                        | * Spell Levels : -1         |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * +10 to Strength           |               |       
|     |       |
| Butcher's Cleaver      | * Altered Durability        |      None     |  4-24 
|  25 |   912 |
|                        | * Unusual Item Damage       |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * -15 to Strength           |               |       
|     |       |
| Celestial Axe, The     | * Chance to Hit : +15%      |      None     | 10-25 
|  60 |  3525 |
|                        | * Hit Points : +15          |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * +8 to Strength            |               |       
|     |       |
|                        | * +8 to Vitality            |               |       
|     |       |
| Hellslayer             | * +100% Damage              | Strength : 65 | 10-25 
|  60 |  6550 |
|                        | * Hit Points : +25          |               |       
|     |       |
|                        | * Mana : -25                |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * -5 to Magic               |               |       
|     |       |
| Mangler                | * -5 to Dexterity           | Strength : 25 |  6-16 
|  30 |       |
|                        | * +200% Damage              |               |       
|     |       |
|                        | * Mana : -10                |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * +200% Damage              |               |       
|     |       |
|                        | * Adds 15 Points to Damage  |               |       
|     |       |
| Messerschmidt's Reaver | * +5 to All Attributes      | Strength : 80 | 12-30 
|  75 | 14500 |
|                        | * Hit Points : -50          |               |       
|     |       |
|                        | * Fire Hit Damage : 2-12    |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * Hit Points : +30          |               |       
|     |       |
| Stone Cleaver          | * +50% Damage               | Strength : 50 |  8-20 
|  50 |  5975 |
|                        | * Chance to Hit : +20%      |               |       
|     |       |
|                        | * Resist Lightning : +40%   |               |       
|     |       |
|------------------------|-----------------------------|---------------|--------|-----|-------|
|                        | * +10 to Dexterity          |               |       
|     |       |
|                        | * -10 to Vitality           |               |       
|     |       |
| Wicked Axe             | * Chance to Hit : +30%      | Strength : 30 |  6-16 
| IND |  7787 |
|                        | * -6 Damage from Enemies    |               |       
|     |       |
|                        | * Indestructible            |               |       
|     |       |
|=============================================================================================|


         UNIQUE CLUB - FLAIL - MACE - MAUL - MORNING STAR - SPIKED CLUB - WAR
HAMMER
|=============================================================================================|
|        NAME         |       SPECIAL ABILITIES       |  REQUIREMENTS  | DAMAGE
| DUR | VALUE |
|=============================================================================================|
|                     | * -4 to Dexterity             |                |       
|     |       |
|                     | * +4 to Vitality              |                |       
|     |       |
| Baranar's Star      | * Chance to Hit : +12%        | Strength : 23  |  1-10 
|  60 |  1712 |
|                     | * +80% Damage                 |                |       
|     |       |
|                     | * Altered Durability          |                |       
|     |       |
|                     | * Quick Attack                |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * +20% Light Radius           |                |       
|     |       |
| Celestial Star, The | * Armor Class : -8            |      None      |  2-12 
|  36 |  1952 |
|                     | * Adds 10 Points to Damage    |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * -2 to Magic                 |                |       
|     |       |
| Civerb's Cudgel     | * -5 to Dexterity             | Strength : 16  |  1-8  
|  32 |   500 |
|                     | * +200% Damage vs. Demons     |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * +2 to All Attributes        |                |       
|     |       |
| Crakrust            | * Resist All : +15%           | Strength : 16  |  1-8  
| IND |       |
|                     | * -25% Damage                 |                |       
|     |       |
|                     | * Indestructible              |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * Adds 20 Points to Damage    |                |       
|     |       |
|                     | * +15 to Strength             |                |       
|     |       |
| Cranium Basher, The | * Indestructible              | Strength : 55  |  6-20 
| IND |  9125 |
|                     | * Mana : -150                 |                |       
|     |       |
|                     | * Resist All : +5%            |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * +30 to Magic                |                |       
|     |       |
|                     | * Mana : +50                  |                |       
|     |       |
| Dreamflange         | * Resist Magic : +50%         | Strength : 16  |  1-8  
|  32 |  6612 |
|                     | * +20% Light Radius           |                |       
|     |       |
|                     | * Spell Levels : +1           |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * +5 to Magic                 |                |       
|     |       |
|                     | * +10 to Dexterity            |                |       
|     |       |
| Gnarled Root        | * +300% Damage                |      None      |  1-6  
|  20 |  2455 |
|                     | * Chance to Hit : +20%        |                |  3-6  
|     |       |
|                     | * Resist All : +10%           |                |       
|     |       |
|                     | * Armor Class : -10           |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * +3 to Strength              |                |       
|     |       |
| Hammer of Jholm     | * +10% Damage                 | Strength : 55  |  6-20 
| IND |  2175 |
|                     | * Chance to Hit : +15%        |                |       
|     |       |
|                     | * Indestructible              |                |       
|     |       |
|---------------------|-------------------------------|----------------|--------|-----|-------|
|                     | * Lightning Hit Damage : 1-50 |                |       
|     |       |
|                     | * -100% Damage                |                |       
|     |       |
| Schaefer's Hammer   | * Chance to Hit : +30%        | Strength : 40  |  5-9  
|  50 | 14031 |
|                     | * Resist Lightning : +75%     |                |       
|     |       |
|                     | * Hit Points : +50            |                |       
|     |       |
|                     | * +10% Light Radius           |                |       
|     |       |
|=============================================================================================|


                                        UNIQUE STAVES
|=============================================================================================|
|       NAME       |       SPECIAL ABILITIES       |  REQUIREMENTS |  DAMAGE  | 
DUR  | VALUE |
|=============================================================================================|
|                  | * -3 to Strength              |               |          | 
     |       |
| Gleamsong        | * -3 to Vitality              |      None     |   2-4    | 
 25  |  1630 |
|                  | * Mana : +25                  |               |          | 
     |       |
|                  | * 76 Phasing Charges          |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * Resisr Fire : +20%          |               |          | 
     |       |
| Immolator        | * Fire Hit Damage : 4         |      None     |   4-8    | 
 35  |   975 |
|                  | * Mana : +10                  |               |          | 
     |       |
|                  | * -5 to Vitality              |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * +15 to Magic                |               |          | 
     |       |
| Mindcry          | * Resist All : +15%           | Strength : 20 |   6-12   | 
 55  | 10375 |
|                  | * 69 Guardian Charges         |               |          | 
     |       |
|                  | * Spell Levels : +1           |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * +20 to Magic                |               |          | 
     |       |
|                  | * +10 to Dexterity            |               |          | 
     |       |
| Naj's Puzzler    | * Resist All : +20%           |      None     |   4-8    | 
 35  |  8500 |
|                  | * Hit Points : -25            |               |          | 
     |       |
|                  | * 57 Teleport Charges         |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * +5 to Vitality              |               |          | 
     |       |
|                  | * -5 Damage from Enemies      |               |          | 
     |       |
| Protector, The   | * Armor Class : 40            |      None     |   2-4    | 
 25  |  4310 |
|                  | * 86 Healing Charges          |               |          | 
     |       |
|                  | * Attacker Takes 1-3 Damage   |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * +5 to All Attributes        |               |          | 
     |       |
| Rod of Onan      | * +100% Damage                | Strength : 30 |   8-16   | 
 75  | 11041 |
|                  | * 50 Golem Charges            |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * -10 to Magic                |               |          | 
     |       |
| Staff of Shadows | * Chance to Hit : +10%        |      None     |   3-7    | 
 35  |   312 |
|                  | * +60% Damage                 |               |          | 
     |       |
|                  | * -20% Light Radius           |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * +10 to Strength             |               |          | 
     |       |
| Storm Spire      | * -10 to Magic                | Strength : 30 |   8-16   | 
 75  |  5625 |
|                  | * Lightning Hit Damage : 2-8  |               |          | 
     |       |
|                  | * Resist Lighning : +50%      |               |          | 
     |       |
|------------------|-------------------------------|---------------|----------|-------|-------|
|                  | * Chance to Hit : +35%        |               |          | 
     |       |
|                  | * Lightning Hit Damage        |               |          | 
     |       |
| Thundercall      | * 76 Lightning Charges        |      None     |   5-10   | 
 45  |  5562 |
|                  | * Resist Lightning : +30%     |               |          | 
     |       |
|                  | * +20% Light Radius           |               |          | 
     |       |
|=============================================================================================|


                                   UNIQUE RINGS AND AMULET
             
|=================================================================|
              |          NAME          |       SPECIAL ABILITIES      |  VALUE 
|
             
|=================================================================|
              |                        | * Resist Magic : +20%        |        
|
              | Bleeder                | * Hit Points : -10           |   2125 
|
              |                        | * Mana : +30                 |        
|
             
|------------------------|------------------------------|---------|
              | Constricting Ring      | * Resist All : +75% Max      |  15500 
|
              |                        | * Constantly Lose Hit Points |        
|
             
|------------------------|------------------------------|---------|
              |                        | * +2 to All Attributes       |        
|
              | Empyrean Band          | * +20% Light Radius          |   2000 
|
              |                        | * Fast Hit Recovery          |        
|
              |                        | * Absorbs Half Trap Damage   |        
|
             
|------------------------|------------------------------|---------|
              |                        | * -1/-2 Damage from Enemies  |        
|
              | Ring of Engagement     | * Attacker Takes 1-3 Damage  |   3119 
|
              |                        | * Armor Class : 5            |        
|
              |                        | * Damages Target's Armor     |        
|
             
|------------------------|------------------------------|---------|
              |                        | * -3 to Strength             |        
|
              |                        | * +10 to Magic               |        
|
              | Ring of Regha          | * -3 to Dexterity            |   1043 
|
              |                        | * Resist Magic : +10%        |        
|
              |                        | * +10% Light Radius          |        
|
             
|------------------------|------------------------------|---------|
              |                        | * Hit Points : +10           |        
|
              | Ring of Truth          | * Resist All : +10%          |   2275 
|
              |                        | * -1 Damage from Enemies     |        
|
             
|------------------------|------------------------------|---------|
              |                        | * +5 to Magic                |        
|
              | Optic Amulet           | * -1 Damage from Enemies     |   2437 
|
              |                        | * Resist Lightning : +20%    |        
|
              |                        | * +20% Light Radius          |        
|
             
|=================================================================|


===============================================================================================
06.  M O N S T E R  L I S T
===============================================================================================


           |=================================================================|
           |      NAME       |    HP   |              NOTES                  |
           |=================================================================|
           | Fallen One      | 001-002 | No resistances, No immunities       |
           | Carver          | 002-004 | No resistances, No immunities       |
           | Devil Kin       | 008-012 | No resistances, No immunities       |
           | Dark One        | 010-018 | No resistances, No immunities       |
           |-----------------|---------|-------------------------------------|
           | Zombie          | 002-003 | Immune Magic                        |
           | Rotting Carcass | 007-012 | Immune Magic                        |
           | Ghoul           |         |                                     |
           | Black Death     | 012-020 | Immune Magic                        |
           |-----------------|---------|-------------------------------------|
           | Scavenger       | 001-003 | No resistances, No immunities       |
           | Plague Eater    | 006-012 | No resistances, No immunities       |
           | Shadow Beast    | 012-018 | No resistances, No immunities       |
           | Bone Gasher     | 014-020 | Resists Magic                       |
           |-----------------|---------|-------------------------------------|
           | Fiend           | 001-003 | No resistances, No immunities       |
           | Blink           | 006-014 | No resistances, No immunities       |
           | Familiar        | 010-017 | Resist Magic, Immune Lightning      |
           |                 |         |                                     |
           |-----------------|---------|-------------------------------------|
           | Hidden          | 004-012 | No resistances, No immunities       |
           | Unseen          | 017-025 | Resist Magic                        |
           | Stalker         | 015-022 | No resistances, No immunities       |
           | Illusion Weaver | 020-030 | Resist Fire-Magic                   |
           |-----------------|---------|-------------------------------------|
           | Flesh Clan      | 015-022 | No resistances, No immunities       |
           | Stone Clan      | 020-027 | Resist Magic                        |
           | Fire Clan       | 025-032 | Resist Fire                         |
           | Night Clan      | 027-035 | Resist Magic                        |
           |-----------------|---------|-------------------------------------|
           | Acid Beast      | 020-033 | No resistances, No immunities       |
           | Poison Spitter  | 030-042 | No resistances, No immunities       |
           | Pit Beast       | 040-055 | Resist Magic                        |
           | Lava Maw        | 050-075 | Resist Magic, Immune Fire           |
           |-----------------|---------|-------------------------------------|
           | Blood Stone     | 027-037 | Immune Fire-Magic                   |
           | Lava Lord       | 035-042 | Immune Fire-Magic                   |
           |                 |         |                                     |
           |                 |         |                                     |
           |-----------------|---------|-------------------------------------|
           | Mud Man         | 050-062 | No resistances, No immunities       |
           | Toad Demon      |         |                                     |
           | Flayed One      | 080-100 | Resist Magic, Immune Fire           |
           |                 |         |                                     |
           |-----------------|---------|-------------------------------------|
           | Gargoyle        |         |                                     |
           | Winged-Demon    | 022-030 | Resist Fire, Immune Magic           |
           | Blood Claw      | 037-062 | Immune Fire-Magic                   |
           |                 |         |                                     |
           |-----------------|---------|-------------------------------------|
           | Storm Rider     | 030-060 | Resist Magic, Immune Lightning      |
           | Maelstorm       |         |                                     |
           |                 |         |                                     |
           |                 |         |                                     |
           |-----------------|---------|-------------------------------------|
           | Horned Demon    |         |                                     |
           | Mud Runner      | 025-045 | No resistances, No immunities       |
           | Frost Charger   |         |                                     |
           | Obsidian Lord   | 035-055 | Resist Lightning, Immune Magic      |
           |-----------------|---------|-------------------------------------|
           | Cave Viper      | 050-075 | Immune Fire                         |
           | Fire Drake      | 060-085 | Resist Fire, Immune Magic           |
           | Gold Viper      | 070-090 | Resist Lightning, Immune Magic      |
           | Azure Drake     | 080-100 | Resist Fire-Lightning               |
           |-----------------|---------|-------------------------------------|
           | Succubus        | 060-075 | Resist Magic                        |
           | Snow Witch      | 067-087 | Resist Lightning                    |
           | Hellspawn       | 075-100 | Resist Magic, Immune Lightning      |
           | Soul Burner     | 100-112 | Resist Lightning-Magic, Immune Fire |
           |-----------------|---------|-------------------------------------|
           | Counselor       | 035-035 | Resist Fire-Lightning               |
           | Magistrate      | 042-042 | Resist Lightning-Magic, Immune Fire |
           | Cabalist        | 060-060 | Resist Fire-Magic, Immune Lightning |
           | Advocate        | 072-072 | Resist Fire, Immune Lightning-Magic |
           |-----------------|---------|-------------------------------------|
           | Black Knight    | 075-075 | Resist Lightning-Magic              |
           | Doom Guard      | 082-082 | Resist Fire-Magic                   |
           | Steel Lord      | 090-090 | Resist Lightning-Magic, Immune Fire |
           | Blood Knight    | 100-100 | Resist Fire, Immune Lightning-Magic |
           |=================================================================|


===============================================================================================
07.  S H R I N E S  A N D  F O U N T A I N S
===============================================================================================

                                         SHRINES
|============================================================================================|
|        NAME         |           MESSAGE             |               EFFECTS   
            |
|============================================================================================|
| Abandoned Shrine    | The hands of men may be       | Dexterity is increased
by 2          |
|                     | guided by fate                |                         
            |
|                     |                               |                         
            |
| Cauldron            | Random                        | Random                  
            |
|                     |                               |                         
            |
| Creepy Shrine       | Strength is bolstered by      | Strength is increased by
2           |
|                     | heavenly faith                |                         
            |
|                     |                               |                         
            |
| Cryptic Shrine      | Arcane power brings           | Casts one free Nova
spell from the   |
|                     | destruction                   | shrine and gets full
mana            |
|                     |                               |                         
            |
| Divine Shrine       | Drink and be refreshed        | Gives 2 full potions and
gets        |
|                     |                               | life and full mana      
            |
|                     |                               |                         
            |
| Eerie Shrine        | Knowledge and wisdom at the   | Magic is increased by 2 
            |
|                     | cost of self                  |                         
            |
|                     |                               |                         
            |
| Eldritch Shrine     | Crimson and Azure becomes as  | All potions become
rejuvenation      |
|                     | the sun                       | potions of the same type
            |
|                     |                               |                         
            |
| Enchanted Shrine    | Magic is not always what it   | Lose one level of a
spell and adds   |
|                     | seems to be                   | one level to all other
spells        |
|                     |                               | learned so far          
            |
|                     |                               |                         
            |
| Fascinating Shrine  | Intensity comes at the cost   | Gain two levels of
Firebolt spell,   |
|                     | of wisdom                     | lose up to 10 in mana   
            |
|                     |                               |                         
            |
| Glimmering Shrine   | Mysteries are revealed in the | Identifies all
unidentified items    |
|                     | light of reason               | in inventory            
            |
|                     |                               |                         
            |
| Goat Shrine         | Random                        | Random                  
            |
|                     |                               |                         
            |
| Gloomy Shrine       | Those who defend seldom       | Adds 2 to AC for all
armor, reduces  |
|                     | attack                        | damage by 1 for all
weapons          |
|                     |                               |                         
            |
| Hidden Shrine       | New strength is forged        | One item loses 10
durability while   |
|                     | through destruction           | all others gain 10      
            |
|                     |                               |                         
            |
| Holy Shrine         | Wherever you go, there you    | Casts one free Phasing
spell         |
|                     | are                           |                         
            |
|                     |                               |                         
            |
| Magic Shrine        | While the spirit is vigilant, | Casts one free Mana
Shield spell     |
|                     | the body thrives              |                         
            |
|                     |                               |                         
            |
| Mysterious Shrine   | Some are weakened as one      | One attributes rises by
5 and all    |
|                     | grows strong                  | others drop by 1        
            |
|                     |                               |                         
            |
| Ornate Shrine       | Salvation comes at the cost   | Gain two levels for the
Holy Bolt    |
|                     | of wisdom                     | spell, lose up to 10 in
mana         |
|                     |                               |                         
            |
| Quiet Shrine        | The essence of life flows     | Vitality is increased by
2           |
|                     | from within                   |                         
            |
|                     |                               |                         
            |
| Religious Shrine    | Time has no effect on the     | All items are fully
repaired         |
|                     | strength of steel             |                         
            |
|                     |                               |                         
            |
| Sacred Shrine       | Energy comes at the cost      | Gain two levels for the
Charged Bolt |
|                     | of wisdom                     | spell, lose up to 10 in
mana         |
|                     |                               |                         
            |
| Secluded Shrine     | The way is made clear when    | Fills out the automap of
the current |
|                     | viewed from above             | level                   
            |
|                     |                               |                         
            |
| Spiritual Shrine    | Riches abound when least      | Each free box in
backpack is filled  |
|                     | expected                      | with a random amount of
gold         |
|                     |                               |                         
            |
| Stone Shrine        | The power of mana refocused   | Staffs are recharged    
            |
|                     | renews                        |                         
            |
|                     |                               |                         
            |
| Thaumaturgic Shrine | You hear a series of creaks   | All chests in the
dungeon are        |
|                     | and thumps                    | refilled and close      
            |
|                     |                               |                         
            |
| Weird Shrine        | The sword of justice is       | Maximum damage for all
weapon        |
|                     | swift and sharp               | increases by 1          
            |
|============================================================================================|


                                       FOUNTAINS
        
|=========================================================================|
         |       NAME        |                    EFFECTS                       
  |
        
|=========================================================================|
         | Blood Fountain    | Restores 1 point of life each time you drink     
  |
         | Fountain of Tears | Raises one attribute by one and lowers another by
1 |
         | Murky Pool        | Casts one free Infravision spell                 
  |
         | Purifying Spring  | Restores 1 point of mana each time you drink     
  |
        
|=========================================================================|


===============================================================================================
08.  L E V E L  A N D  E X P E R I E N C E
===============================================================================================


|=============================================================================================|
|  LEVEL   |        EXPERIENCE REQUIRED        |  LEVEL   |        EXPERIENCE
REQUIRED        |
|=============================================================================================|
|     1    |                     0             |    26    |              
5.459.523           |
|     2    |                 2.000             |    27    |              
7.130.496           |
|     3    |                 4.620             |    28    |              
9.281.874           |
|     4    |                 8.040             |    29    |             
12.042.092           |
|     5    |                12.489             |    30    |             
15.571.031           |
|     6    |                18.258             |    31    |             
20.066.900           |
|     7    |                25.712             |    32    |             
25.774.405           |
|     8    |                35.309             |    33    |             
32.994.399           |
|     9    |                47.622             |    34    |             
42.095.202           |
|    10    |                63.364             |    35    |             
53.525.811           |
|    11    |                83.419             |    36    |             
67.831.218           |
|    12    |               108.879             |    37    |             
85.670.061           |
|    13    |               141.086             |    38    |            
107.834.823           |
|    14    |               181.683             |    39    |            
135.274.799           |
|    15    |               231.075             |    40    |            
169.122.009           |
|    16    |               313.656             |    41    |            
210.720.231           |
|    17    |               424.067             |    42    |            
261.657.253           |
|    18    |               571.190             |    43    |            
323.800.420           |
|    19    |               766.569             |    44    |            
399.335.440           |
|    20    |             1.025.154             |    45    |            
490.808.349           |
|    21    |             1.366.227             |    46    |            
601.170.414           |
|    22    |             1.814.568             |    47    |            
733.825.617           |
|    23    |             2.401.895             |    48    |            
892.680.222           |
|    24    |             3.168.651             |    49    |          
1.082.908.612           |
|    25    |             4.166.200             |    50    |          
1.310.707.109           |
|=============================================================================================|


===============================================================================================
09.  B O O K S
===============================================================================================

BOOK OF BLOOD (Quest : Valor)
...and so,  locked beyond the  Gateway of Blood and past the hall of Fire, Valor
awaits for the
 hero of light to awaken...

BOOK OF THE BLIND (Quest : Halls of the Blind)
I can see what you see not.
Vision milky then eyes rot.
When you turn they will be gone,
whispering their hidden song.
Then you see what cannot be,
shadows move where light should be.
Out of darkness, out of mind,
cast down into the Halls of the Blind.

MYTHICAL BOOK (Quest : Chamber of the Bone)
Beyond the  Hall of Heroes lies the Chamber of Bone. Eternal death awaits any
who would seek to
steal the  treasures  secured  within  this  room.  So speaks the Lord of
terror,  and so it is
written.

STEEL TOME (Quest : Warlord of Blood)
The armories of Hell are home to the Warlord of Blood.  In his wake lay the
mutilated bodies of
thousands.  Angels and man alike  have been cut down  to fulfill his endless
sacrifices  to the
dark ones who scream for one thing - blood.

TALE OF THE THREE
Glory and approbation to  Diablo - Lord of Terror and leader of the Three.  My
lord spoke to me
of  his  two  brothers,  Mephisto and Baal,  who were banished to this world
long ago.  My lord
wishes to bide time and harness his awesome power so that he may free his
captive brothers from
their tombs beneath the sands of the East. Once my lord releases his brothers,
the Sin War will
once again know the fury of the Three.

THE BINDING OF THE THREE
So it  came  that  the  three  prime evils were banished in spirit form to the
mortal realm and
after  sewing  chaos  across the east for decades, they were hunted down by the
cursed order of
the  mortal Horadrim.  The Horadrim used artifacts called  Soulstones to contain
the essence of
Mephisto,  the  Lord  of  Hatred and his brother  Baal, the  Lord of
Destruction. The  youngest
brother - Diablo, the Lord of Terror - escaped to the west.
Eventually  the  Horadrim  captured Diablo within a Soulstones as well, and
buried him under an
ancient,  forgotten  cathedral.  There,  the  Lord  of Terror sleeps and awaits
the time of his
rebirth. Know  ye  that he will seek a body of youth and power to posses - one
that is innocent
and easily controlled.  He will then arise to free his brothers and once more
fan the flames of
the Sin War...

THE BLACK KING
Hail  and  sacrifice  to Diablo - Lord of Terror and destroyer of souls. When I
awoke my master
from his sleep,  he attempted to possess a mortal's form. Diablo attempted to
claim the body of
King Leoric,  but my master was too weak  from his imprisonment.  My lord
required a simple and
innocent anchor to this world, and so found the boy Albrecht to be perfect for
the task.  While
the good King Leoric was left maddened by Diablo's unsuccessful possession, I
kidnapped his son
Albrecht  and brought him  before my master.  I now await Diablo's call and pray
that I will be
rewarded when he at last emerged as the lord of this world.

THE DARK EXILE
So it came to be that there was a great revolution within the  Burning Hells
known as the  Dark
Exile.  The lesser evils overthrew the three prime evils and banished their
spirit forms to the
mortal realm.  The demons Belial  (The Lord of Lies) and  Azmodan  (The Lord of
Sin)  fought to
claim rulership of Hell during the absence of the Three Brothers. All of Hell
polarized between
the factions of  Belial and  Azmodan while the forces of the  High Heavens
continually battered
upon the very gates of Hell.

THE GREAT CONFLICT
Take heed and bear witness  to the truths  that lie herein, for they are the
last legacy of the
Horadrim.  There is a war that rages on even now,  beyond the fields that we
know - between the
Utopian  Kingdoms of the  High Heavens and the chaotic  Pits of the  Burning
Hells. This war is
known as the  Great Conflict,  and it has  raged and burned longer than any of
the stars in the
sky.  Neither side ever gains sway for long  as the forces of light and darkness
constantly vie
for control over all creation.

THE REALMS BEYOND
All praises to  Diablo - Lord of Terror  and survivor of the  Dark Exile. When
he awakened from
his long slumber,  my lord and master spoke to me  of secrets that few mortals
know. He told me
the  Kingdoms of the  High Heavens and the  Pits of the Burning Hells engage in
an eternal war.
He  revealed the powers that have brought this discord to the realms of man.  My
lord has named
the battle for this world and all who exist here the Sin War.

THE SIN WAR
Many  demons  traveled  to  the mortal realm in search of the Three Brothers.
These demons were
followed  to the mortal plane by angels who hunted them throughout the vast
cities of the East.
The  angels  allied  themselves  with a secretive order  of mortal magi named
the Horadrim, who
quickly became adept at hunting demons. They also made many dark enemies in the
underworlds.

THE TALE OF THE HORADRIM
Take  heed  and bear witness to the truths that lie herein, for they are the
last legacy of the
Horadrim.  Nearly  three  hundred years ago,  it came to be known that the three
prime evils of
the  Burning  Hells had mysteriously come to our world. The Three Brothers
ravaged the lands of
the east for decades, while humanity was left trembling in their wake. Our order
- the Horadrim
- was founded by a group  of secretive  Magi to hunt down  and capture the three
evils once and
for all.
The  original  Horadrim captured two of the three within powerful artifacts
known as Soulstones
and buried them deep bneath the desolate eastern sands. The third evil escaped
capture and fled
to the west with many of the Horadrim in pursuit. The third evil - known as
Diablo, the Lord of
Terror - was  eventually  captured,  his  essence  set  in  a  Soulstone and
buried within this
labyrinth.
Be warned that the Soulstone  must be kept from discovery  by those not of the
faith. If Diablo
were to be released, he would seek a body that is easily controlled as he would
be very weak -
perhaps that of an old man or a child.

THE WAGES OF SIN ARE WAR
Take  heed  and bear witness to the truths that lie herein, for they are the
last legacy of the
Horadrim.  When  the eternal conflict between the High Heavens and the Burning
Hells falls upon
mortal soil,  it is called the Sin War.  Angels  and  Demons walk amongst
humanity in disguise,
fighting  in  secret,  away from the prying eyes of mortals.  Some daring,
powerful mortal have
even allied themselves with either side, and helped to dictate the course of the
Sin War.

===============================================================================================
10.  L I B R A R I E S
===============================================================================================

                               BOOK I : OF HEAVEN AND HELL

THE GREAT CONFLICT
     Since the beginning, the forces of Light and Darkness have engaged in an
eternal war : The
Great  Conflict,  whose  victor  will  rise  from  the  apocalyptic ashes to
hold sway over all
creation. To this end, the Angels of the High Heavens adhere to strict
militaristic disciplines
Seraphim warriors  strike at the enemies of Light  with swords  imbued with
righteous wrath and
justice.  The Angels believe that only  absolute discipline  can properly
restore order  to the
myriad realms,  while the demonic denizens of the Burning Hells hold that
absolute chaos is the
true nature of all things.
     The battles of the  Great Conflict rage across both time and space,  often
infringing upon
the very fabric of reality itself.  From the Crystal Arch at the very heart of
the High Heavens
to the arcane  Hellforge of the  Underworld,  the warriors  of these eternal
realms  journey to
wherever their timeless conflict carries them.  The legendary deeds of the
heroes of the realms
beyond elicit both veneration and insight.
     The greatest of these heroes was Izual,  lieutenant to the Arch-Angel
Tyrael and bearer of
the Angelic  Runeblade  Azurewrath.  He  once  led  a  fierce  attack upon the
Hellforge as the
creation of the dark demonblade Shadowfang was nearing completion.  His  quest 
was  to destroy
both  wielder  and weapon - a charge that he was destined never to complete.
Izual was overcome
by  the  legions  of  chaos  and,  tragically,  was  lost  to the Darkness.  His
fate stands as
testament to the fact that  Angels and Demons alike shall fearlessly enter into
any domain - so
long as their hated enemies dwell within.
     Although  the  Great  Conflict  burned hotter and longer than any of the
stars in the sky,
neither side could gain dominion over the other for long. Both factions sought
some way to turn
the tides of the war to their favor. With the ascension of Man and his mortal
realm,  the Great
Conflict ground to a mysterious halt. Both armies paused in a breathless
stalemate,  waiting to
see to whose side Man would eventually turn.
     Mortals had the unique ability to choose between Darkness and Light,  and
it was held that
this would be the deciding factor in the outcome of the Great Conflict. Thus,
the agents of the
nether-realms descended to the mortal realm to vie for the favor of Man...

THE SIN WAR
     The coming of the  Great Conflict to the mortal realm is known as the Sin
War.  Angels and
Demons,  disguising themselves while traveling amongst men,  attempted to
secretly lure mortals
to their respective causes. Over time, the forces of Darkness discovered that
mortals responded
much more to brute force than to subtle coercion, and so began to terrorize Man
into submission
The Angels  fought to defend humanity against this demonic oppression,  but all
too often their
austere methods  and severe punishments succeeded only in  alienating those whom
they sought to
protect.
     The violent battles of the Sin War occurred often,  but they were seldom
witnessed  by the
prying eyes of Man.  Only a few  "enlightened" souls were aware of the
supernatural beings that
walked  amongst  the  huddled  masses  of  humanity.  Powerful  mortals  arose
and accepted the
challenge  of the Sin War,  allying themselves  with  both sides  in the  Great 
Conflict.  The
legendary deeds  of these  great mortal warriors  served to earn both the
respect and hatred of
the netherworlds.  Although lesser demons  kneeled before those possessing power
 and strength,
they also cursed  the very existence  of mortal man.  Many  of these fiends
believed  that  the
deadlock brought about by the emergence of Man was a perverse offense to their
"higher" role in
the great scheme of things.
     This jealousy of Man  led to harsh,  atrocious acts of violence  by the
demons against the
mortal  realm.  Some men learned of this deep hatred  and used it  against the
denizens  of the
Underworld.  One  such  mortal,  Horazon  the Summoner,  delighted in summoning
demons and then
breaking them to his will.  Horazon, along with his brother Bartuc, were members
of the Eastern
mage clan known as the Vizjerei. This mystic clan studied the ways of demons and
had catalogued
their lore for generations.  Empowered by this knowledge,  Horazon was able to
take the work of
the Vizjerei  and pervert it  for his  demented purposes.  The denizens of Hell 
sought revenge
against this bold mortal,  but Horazon managed to keep himself well protected
within his arcane
sanctuary.
     Bartuc,  the brother  of Horazon,  was eventually  lured to the side  of
Darkness.  He was
granted  exceptional  strength and longevity,  and fought alongside the legions
of Hell against
the cursed  Vizjerei,  and eventually  his own brother during the Sin War. 
Although Bartuc was
renowned  amongst the warriors  of many realms,  his dominance  in battle  came
with a terrible
price.  An insatiable lust  for mortal blood  pervaded his every thought and
deed.  Bartuc soon
became as fond of bathing in the blood of his enemies as he did of shedding it, 
and in time he
came to be known only as the Warlord of Blood.

THE DARK EXILE
     "Seven is the number of the powers of Hell, and Seven is the number of the
Great Evils."

                               Duriel, the Lord of Pain

                           Andariel, the Maiden of Anguish

                              Belial, the Lord of Lies

                              Azmodan, the Lord of Sin

     These are the true names  of the lesser of the  Great Evils.  For ages
uncounted each have
ruled over their own domains  within the Burning Hells,  seeking  absolute
dominion  over their
infernal brethren.  As the Lesser Four  continuously vied  for the control of
those forces that
dwelled within their realms, the  Greater Three held absolute power over the
whole of Hell. The
Lesser Four used dark and evil measures in their quest for power,  and herein
begins the legend
of the Exile.

                            Mephisto, the Lord of Hatred

                            Baal, the Lord of Destruction

                             Diablo, the Lord of Terror

     These  are  the  Prime  Evils  of  Hell  that  wielded  their  power as a
dark,  sovereign
triumvirate.  The  Three  Brothers  ruled  over  the  Lesser Four by brutal
force and malicious
cunning.  Being the eldest and strongest of the Evils,  the Three Brothers were
responsible for
countless victories  against  the armies of the Light.  Although they never held
sway over  the
High Heavens for long, the Three were justly feared by enemies and subjects
alike.
     With the ascension of  Man and the subsequent standstill of the Great
Conflict,  the Three
Brothers  began to devote their energies to the perversion of mortal souls.  The
Three realized
that Man  was the key to victory  in the war against  Heaven,  and  thus 
altered  their  rigid
agendum  that they had propagated  since the Beginning.  This change  caused
many of the Lesser
Evils  to question  the authority of the Three,  and so brought about  a great
rift between the
Prime Evils and their servitors.
     In their ignorance,  the   Lesser Evils  began to believe that  the  Three 
were afraid to
continue the war  with Heaven.  Frustrated by the cessation of the war,  Azmodan
and Belial saw
the situation  as their chance  to overthrow  the  Prime  Evils  and  take
control of Hell  for
themselves.  The two demon lords made a pact with their minor brethren, 
assuring them that the
wretched plague of humanity would not deter  the ultimate victory of the sons of
Hell.  Azmodan
and Belial  devised a plan to end the stalemate,  achieve victory in the Sin War
and ultimately
ride the bloody crest of the  Great Conflict straight into the very arms of
Armageddon. Thus, a
great revolution was set into motion as all of Hell went to war against the
Three Brothers...
     The Brothers  fought with all  of the savagery  of the Underworld,  and  to
 their credit,
annihilated a third of Hell's treacherous legions.  In the end, however,  they
were overcome by
the Horned Death led by the traitors Azmodan and Belial. The Prime Evils,
weakened and bodiless
were banished to the mortal realm  where Azmodan hoped that  they would remain
trapped forever.
Azmodan  believed that  with the Three set loose  upon humanity,  the Angels
would be forced to
turn their focus upon on the mortal plane - thus leaving the  Gates  of  Heaven 
abandoned  and
defenseless. Those few demons who still pledged allegiance to the Three Brothers
fled the wrath
of Azmodan and Belial, escaping to the realm of Man to seek out their lost
Masters.
     As the warfires died out upon the battlefields of Hell,  Azmodan and Belial
began to argue
over which of them held the higher authority. The pact that they had made
quickly fell to ashes
as the two demon lords took up arms against each other.  The legions of Hell
that remained were
polarized behind either warlord,  launching themselves into a bloody civil war 
that has lasted
to this day...

THE BINDING OF THE THREE
     In the ancient days,  before  the rise  of the  Western Empires,  the  dark
 and  terrible
entities known as  the Three Evils  were exiled  to the world of Man.  These 
eternal  entities
wandered throughout the waking world and fed upon the lusts of men, leaving
chaos and attrition
in their wake.  The Evils  turned father against son and prompted many great
nation into brutal
and petty wars.  Their Exile from Hell  left them with an insatiable hunger  to
bring suffering
and pain to all who would not kneel before them, and so the Three Brothers
ravaged the lands of
the Far East for countless centuries.
     Eventually,  a secretive order of mortal magi was gathered together by the
enigmatic Arch-
Angel Tyrael.  These sorcerers  were to hunt  the Three Evils  and put an end 
to their vicious
rampage.  The order,  known as the Horadrim, consisted of wizards from the
diverse and numerous
mage-clans of the East.  Employing disparate magical practices  and disciplines,
 this unlikely
Brotherhood  succeeded  in capturing  two of the Brothers  within  a powerful
artifacts  called
Soulstones.  Mephisto and Baal,  trapped  within the swirling,  spiritual 
constraints  of  the
Soulstones, were then buried beneath the dunes of the desolate Eastern Sands.
     The powers of  Hatred and wanton  Destruction  seemed to diminish in the
East as a nervous
peace  began to settle over the land.  Yet,  for many decades the Horadrim
continued their grim
search for the third Brother,  Diablo.  They knew that if  the Lord of Terror 
was left untamed
there could never be any lasting peace within the realm of humanity.
     The Horadrim followed in the wake of terror and anarchy that spread
throughout the Western
lands. After a great battle which claimed the lives of many brave souls, the
Lord of Terror was
captured  and imprisoned  within the last of the Soulstones by a group of
Horadrim monks led by
the  Initiate Jered Cain.  These monks  carried  the cursed stone to the land of
Khanduras  and
buried it  within  a secluded cave  near  the river Talsande.  Above  this  cave
 the  Horadrim
constructed  a great Monastery  from which they could continue  to safeguard the
Soulstone.  As
ages passed, the Horadrim constructed a network of catacombs beneath the
Monastery to house the
earthly remains of the martyrs of their Order.
     Generation passed in Khanduras,  and the numbers of the Horadrim slowly
dwindled.  With no
quests  left to undertake,  and too few sons  to sustain their guardianship, 
the once powerful
Order faded into obscurity.  Eventually,  the great Monastery that they had
built fell to ruins
as well.  Although villages grew and thrived around the shell of the old
Monastery, no one knew
of the dark, secret passageways that stretched into the cold earth beneath it. 
None could have
dreamed of the burning red gem that pulsed within the labyrinth's heart...


                              BOOK II : THE RETURN OF TERROR

THE LANDS OF KHANDURAS
     Years after the last of the Horadrim had died,  a great and prosperous
society grew in the
lands of the West.  As time wore on,  many  Eastern pilgrims  settled  in the
lands surrounding
Khanduras and soon establish small,  self contained kingdoms.  A few of these
kingdoms bickered
with  Khanduras  over holdings of  property or routes of trade.  These squabbles
 did little to
upset the lasting peace of the West, and the great Northern kingdom of Westmarch
proved to be a
strong ally of Khanduras as the two lands steadily engaged in ventures of barter
and commerce.
     During this time,  a bold,  new religion  of the Light  known as Zakarum 
began to  spread
throughout  the kingdom of Westmarch  and into many  of its northern 
principalities.  Zakarum,
founded  in the Far East,  implored followers to enter  into the Light and
forsake the darkness
that lurked within their souls. The people of Westmarch adopted the statues of
Zakarum as their
sacred mission in the world.  Westmarch began to turn towards its neighbors, 
expecting them to
embrace this  "New Beginning"  as well.  Tensions rose  between  the kingdoms of
Westmarch  and
Khanduras  as the priests  of Zakarum  began to preach  their foreign dogma 
whether  they were
welcomed or not.
     It was then that  the great northern lord Leoric came unto the lands of
Khanduras and,  in
the name of Zakarum,  declared himself King,  Leoric was a deeply religious man
and had brought
many Knights and Priests with him that comprised his Order of the Light. Leoric
and his trusted
advisor,  the Arch Bishop Lazarus,  made their way to the city of Tristram.
Leoric appropriated
the ancient,  decrepit Monastery  on the outskirts  of the town  for  his  seat 
of  power  and
renovated it  to match  its time-lost glory.  Although  the free people  of
Khanduras  were not
pleased  with being placed  under the sudden rule  of a foreign King, Leoric 
served them  with
justice and might. Eventually, the people of Khanduras grew to respect the kind
Leoric, sensing
that he sough only to guide and protect them against the oppression of Darkness.

THE AWAKENING
     Not long after  Leoric took possession  of Khanduras,  a power long asleep
awakened within
the dark recesses  beneath the Monastery.  Sensing that freedom  was within  his
grasp,  Diablo
entered the nightmares of the Arch Bishop and lured him into the dark, 
subterranean labyrinth.
In his terror,  Lazarus raced  throughout  the abandoned hallways  until he at
last came to the
chamber  of the burning Soulstone.  No longer  in command of his body or spirit,
 he raised the
stone  above his head  and uttered words  long forgotten  in the realms  of
mortals.  His  will
destroyed,  Lazarus shattered  the Soulstone  upon the ground.  Diablo once
again came into the
world of Man. Although he was released from his imprisonment within the
Soulstone,  the Lord of
Terror was still greatly weakened from his long sleep and required an anchor to
the world. Once
he had found a mortal form to wear,  he could begin  to reclaim his vastly
depleted power.  The
great demon weighed  the souls residing in the town above, and chose to take 
the strongest  of
them - that of King Leoric.
     For many months  King Leoric  secretly fought  the evil presence that
twisted his thoughts
and emotions.  Sensing that  he had been possessed  by some unknown evil. 
Leoric  hid his dark
secret  from his Priests,  hoping that somehow  his own devout righteousness
would be enough to
exorcise  that corruption growing inside him - he was sorely mistaken. Diablo
stripped away the
core of  Leoric's being,  burning away  all honor  and virtue  from his soul. 
Lazarus too, had
fallen  under the sway  of the Demon,  keeping close  to Leoric at all times.
Lazarus worked to
conceal  the plans  of his new Master  from the Order of Light,  hoping that 
the demon's power
would grow, well concealed amongst the servants of Zakarum.
     The priests of Zakarum  and the citizenry of Khanduras  recognized  the
disturbing  change
within their liege.  His once proud  and rugged form became distorted and
deformed. King Leoric
became increasingly deranged and ordered immediate executions of any  who dared
to question his
methods  or  authority.  Leoric began  to send his Knights  to other villages 
to  bully  their
townspeople into submission.  The people of Khanduras  who had once grown to see
great honor in
their ruler began to call Leoric the Black King.
     Driven  to the brink  of madness  by the Lord of Terror,  King Leoric
slowly alienated his
closest friends  and advisors,  Lachdanan,  Captain  of the Knight  of the Order
 of Light  and
honored Champion  of Zakarum,  tried to discern  the nature of his King's
deteriorating spirit.
Yet  at every turn  the Arch-Bishop Lazarus  would  waylay  Lachdanan  and 
admonish  him  from
questioning  the actions  of the King.  As  tensions  grew  between  the two, 
Lazarus  charged
Lachdanan with treason against the Kingdom.  To the Priests and Knights of
Leoric's court,  the
prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives
were honorable and
just, and soon many began question the reason of their once beloved King.
     Leoric's madness was growing more obvious with each passing day. Sensing
that the advisors
of the court  were becoming  increasingly suspicious  of  foul treachery, 
Lazarus  desperately
sought  to contain  the eroding situation. The Arch-Bishop masterfully convinced
the delusional
Leoric  that the kingdom of Westmarch  was plotting against him,  secretly
planning to dethrone
him and annex Khanduras  into its own lands.  Leoric flew into a rage and
summoned his advisors
to his side.  Manipulated by the Arch-Bishop, the paranoid King declared a state
of war between
the kingdoms of Khanduras and Westmarch.
     Leoric ignored  the warnings and admonishments  of his  advisors and  the 
royal  army  of
Khanduras  was ordered to the North to engage in a war that they did not believe
in.  Lachdanan
was appointed  by Lazarus  to lead  the armies of Khanduras into Westmarch. 
Although Lachdanan
argued the against the necessity of the coming conflict,  he was honor-bound to
uphold the will
of his King.  Many of the  high-priests and officials  were forced  to travel 
to the North  as
emissaries  on errands  of diplomatic urgency,  as well.  The desperate  ploy 
of  Lazarus  had
succeeded in sending many of the King's more 'troublesome' advisors to their
certain deaths...

THE DARKENING OF TRISTRAM
     The absence  of prying advisors  and inquisitive Priests  left Diablo free
to assume total
control over  the King's battered soul.  As the Lord of Terror attempted to
strengthen his hold
upon the maddened King,  he found that  the lingering spirit of Leoric  fought
with him  still.
Although  the control over Leoric that Diablo held  was formidable,  the Demon
knew that in his
weakened state he could never take complete possession of his soul  as long as a
glimmer of his
will remained. The demonlord sought a fresh and innocent host upon which to
build his Terror.
     The demon relinquished his control over Leoric, but the King's soul was
left corrupted and
his mind crazed.  Diablo began to search throughout Khanduras  for the perfect
vessel to act as
his focus, and found such a soul easily within his reach. Enjoined by his dark
master,  Lazarus
kidnapped  Albrecht - the only son of Leoric - and dragged  the terrified youth 
down into  the
blackness  of the labyrinth.  Flooding the boy's defenseless mind  with  the 
essence  of  pure
Terror, Diablo easily took possession of the young Albrecht.
     Pain and fire raced through the child's soul. Hideous laughter filled his
head and clouded
his thoughts.  Paralyzed with fear,  Albrecht felt the presence of Diablo within
his mind as it
seemed to push him down,  deeper and deeper into darkness and oblivion.  Diablo
gazed  upon his
surroundings  through the eyes of the young prince.  A lustful hunger  still
tortured the demon
after his frustrating bout  for control over Leoric,  but  the nightmares  of
the boy  provided
ample substance  to sate him.  Reaching deep  into Albrecht's subconscious, 
Diablo  ripped the
greatest fears of the child from their hiding places and gave them breath.
     Albrecht watched, as if out of a dream,  twisted and disfigured forms 
appeared all around
him.  Unholy, writhing visages of terror danced about him chanting choruses of
obscenities. All
of the  'monsters'  that he had ever imagined or believed  that he had seen in
his life  became
flesh and were given life before him.  Large bodies  comprised of living rock 
erupted from the
walls and bowed to their dark master. The ancient,  skeletal corpses of the
Horadrim arose from
archaic crypts  and lumbered off  into the red washed  corridors beyond.  As the
 cacophony  of
madness  and  nightmares  hammered its final blow against  Albrecht's scattered 
and  scrambled
maniacally into the lengthening passageways of his waking Nightmare.
     The ancient catacombs  of the  Horadrim  had become  a twisted labyrinth 
of raw,  focused
Terror.  Empowered by Diablo's possession  of young Albrecht,  the creatures  of
the  boy's own
imagination  had gained  corporeal form. So strong was the terror that grew
inside of Albrecht,
that the borders  of the Mortal realm  began to warp and tear.  The Burning Hell
 began to seep
into the world of Man  and take root  within the labyrinth. Beings and
occurrences displaced by
time and space,  and long lost  to the history of Man  were pulled s creaming 
into  the  ever-
expanding domain.
     The body of Albrecht,  fully possessed by Diablo,  began to distort and
change.  The small
boy grew and his eyes  blazed as tendril-like spines ripped  through his flesh. 
Great,  arched
horns erupted from Albrecht's skull  as Diablo altered the form of a child to
match that of his
demonic body.  Deep within the recesses of the labyrinth,  a growing power was
being harnessed.
When the moment was right,  Diablo would venture once more  into the mortal
world  and free his
captive Brothers Mephisto and Baal.  The Prime Evils would be reunited, and
together they would
reclaim their rightful place in Hell.

THE FALL OF THE BLACK KING
     The war against the zealous armies of Westmarch ended with a horrible
slaughter.  With the
army of  Khanduras  ripped to shreds  by  the  superior  numbers  and  defensive
 positions  of
Westmarch,  Lachdanan  quickly  gathered  together  those  who  were not
captured or killed and
ordered a retreat  back to the safety of Khanduras.  They returned to find the
town of Tristram
in shambles.
     King Leoric, deep within the throes of madness,  went into a rage when he
learned that his
son was missing.  After scouring the village  with the few guards that remained 
within  at the
monastery, Leoric had decided that the townsfolk had abducted his son and hidden
him somewhere.
Although the townsfolk denied  any knowledge of Prince Albrecht's whereabouts, 
Leoric insisted
that  they had crafted  a conspiracy  against him,  and that they would pay the
price  for such
treachery.
     The mysterious disappearance of the  Arch-Bishop Lazarus left no one in
Tristram with whom
the King  would take council. Overcome by grief and dementia,  Leoric had many
of the townsfolk
executed for the crime of high treason.
     As Lachdanan and his fellow survivors returned to confront their King,
Leoric sent his few
remaining guards against them.  Believing that  Lachdanan  was  somehow part of
the townsfolk's
conspiracy. Leoric decreed that he and his party were to die. Lachdanan, finally
realizing that
Leoric was beyond salvation,  ordered his men to defend themselves.  The ensuing
battle carried
them down  into the very halls of the darkened Monastery,  bringing  a final
desecration to the
once holy sanctum of the Horadrim.  Lachdanan won a bittersweet victory  as his
men were forced
to kill all of Leoric's  deceived protectors.  They cornered  the ravenous King 
within his own
sanctuary  and begged him to explain the atrocities he had committed.  Leoric
only spat at them
and cursed them for traitors against both his crown and the Light.
     Lachdanan walked slowly towards his King and sorrowfully drew his sword.
Full of grief and
rage,  all honor  having been cast  to the winds,  Lachdanan  ran  his blade 
through  Leoric's
shriveled,  blackened heart.  The once noble King  screamed an unearthly 
death-cry, and as his
madness  finally overtook him,  he brought down  a curse upon those  who had  so
 betrayed him.
Calling upon  the forces  of Darkness  that  he had  spent  his entire life 
combating,  Leoric
condemned Lachdanan and the others to eternal damnation.  In that last, 
fleeting moment within
the heart  of the Monastery,  all that was ever virtuous  or  honorable about 
the  stewards of
Khanduras was shattered forever.

THE REIGN OF DIABLO
     The Black King  lay dead,  slain  at the hands  of his own  Priests and
Knights. The young
Prince Albrecht  was still missing,  and  the proud defenders  of Khanduras 
were no more.  The
people  of Tristram  looked about  their lifeless town  and  were  greatly
dismayed.  Awash  in
feelings  of both relief and remorse,  they soon realize that  their troubles
had merely begun.
Strange, eerie lights  appeared in the darkened windows of the Monastery. 
Misshapen, leathery-
skinned creatures were seen venturing forth from the shadows of the church. 
Horrible,  wounded
cries  seemed to linger  on the wind, emanating from deep underground.  It
became apparent that
something quite unnatural had infested the once holy sight...
     Travelers on the roads surrounding Tristram were accosted by cloaked riders
that seemed to
now constantly roam the deserted countryside. Many villagers fled Tristram,
making their way to
other towns  or  kingdoms,  fearing some  unnamed evil  that seemed to wait in
the shadows  all
around them.  Those few chose to remain seldom ventured out at night, and never
tread foot upon
the grounds of the cursed Monastery.  Whispered rumors of poor,  innocent people
being abducted
in the night by wicked,  nightmarish creatures filled the halls of the local
inn. With no King,
no law, and no army left to defend them, many of the townsfolk began to fear an
attack from the
things that now dwelt beneath their town.
     The Arch-Bishop Lazarus, frayed and disheveled,  returned from his absence
and assured the
townsfolk that  he too  had been ravaged  by the  growing evil  of the 
Monastery.  With  their
desperate need for reassurance clouding  their good judgement,  Lazarus whipped
the townspeople
into a  frenzied mob.  Reminding them  that  Prince Albrecht  was  still 
unaccounted  for,  he
persuaded many of the men to follow him into the depths of the Monastery to
search for the boy.
They gathered torches  and soon the night air  glowed with  the flickering light
of hope.  They
armed themselves  with shovels,  picks and  scythes and  so  prepared, they
boldly followed the
treacherous Arch-Bishop straight into the fiery man of Hell itself...
     The few  who survived  the horrible fate  that  awaited  them  returned  to
 Tristram  and
recounted what they could of the ordeal. Their wounds were terrible, and even
the skills of the
healer  could not save  some of them.  As the stories of demons and devils
spread,  a stifling,
primal Terror  began to consume the hearts of all the town's inhabitants.  It
was a Terror that
none of them had ever known...
     Deep beneath the foundations of the ruined Monastery, Diablo gorged himself
upon the fears
of the mortals above him.  He slowly  sank back into the welcoming shadows and
began to harness
his depleted power.
     He smiled to himself  in the sheltering darkness,  for he knew that  the
time of his final
victory was fast approaching...

===============================================================================================
11.  I T E M S
===============================================================================================

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 case. 
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
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 stafff  by channeling magical energy into
it.  Spell staves
may be used  to cast spells  that the wielder  does not yet know,  and that  do
no 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.

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.

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 chainmail 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.

POTIONS
One form of magic  that is still strong in the West  is the brewing of elixirs 
that can have a
variety  of beneficial effect s 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.

SCROLLS
By carefully preparing special parchment with magical inks,  a focus for spells
can be created.
Such magical scrolls provide the reader with the ability to cast a spell that
they normally may
not know,  without expending any mana.  Very powerful spells  cannot be used  by
the untrained,
however,  for the cryptic symbols upon them are difficult to comprehend. The act
of casting the
spell  drains the scroll  of all  magical power  and  causes the parchment  to
crumble  to dust
instantly.
                                        
BOOKS
More valuable than gold to any sorcerer,  books may contain clues to quests,
spell formulas, or
other pieces of knowledge.  The time of the Horadrim  is considered to be  the
greatest age  of
magic,  when untold discoveries in the arcane arts were made. These powerful
mystics used every
ounce of power  at their command  to preserve humanity.  Although  the Eastern
mage-clans  keep
watch over vast libraries of magical tomes, it is suspected that a great part of
this knowledge
was lost  when the last of the Horadrim died.  There may be  lost works beneath
the church that
could bring some of these ancient magics to light...

GOLD
During the long reign of peace  that existed in Khanduras  most towns and cities
 agreed upon a
standard gold coin  to use in trade.  The Church of Zakarum  has tried to have
its own currency
accepted as the new standard,  but so far  it has gained little acceptance. 
Although  it would
seem that  the minions of the Three would have no use for gold coins, many
demons hoard all the
wealth that they can find.

===============================================================================================
12.  M A G I C
===============================================================================================

FIREBOLT
The true essence  of Fire  lies at the edge  of Energy and Matter.  It is 
therefore,  a fairly
simple matter  to shape Mana  into a magical flame. Controlling a bolt of this
fire as it flies
towards  its target  is another matter  entirely.  As experience and knowledge 
with this spell
grows,  both  the intensity of the flame  and the speed of the bolt  can be
increased  with the
caster feeling less exertion.

INFERNO
Inferno sacrifices the mobility of a Firebolt  for pure damaging power.  Rather
than attempting
to control the path and cohesiveness of a single bolt, the caster conjures forth
an individual,
focused  stream of flame.  Although it dissipates  beyond more than a few paces,
with a greater
understanding of the forces  at work the stream of fire  can not only be
extended a significant
amount,  but also  can be maintained  for a few moments more.  The heat  of an
Inferno  is more
intense than that of a Firebolt as more Mana is being converted into essential
energy.

WALL OF FIRE
Magical fire feeds upon no earthly souce,  being fueled instead by the mystic
energies known as
Mana. While the heat of conjured flames may cause normal matter to combust and
burn on its own,
the flames themselves  will burn as long they have Mana to draw upon.  By
carefully controlling
the flow of Mana  to a magical fire,  its  life-span  can be  extended  well 
beyond  that of a
Firebolt  or an  Inferno. T he Horadrim were skilled enough to create torches
that burn with an
eternal flame,  but those abilities  have been long lost. With this spell, the
caster creates a
wall of eldritch flame  that will burn  until the Mana in that area  has been
exhausted. As the
knowledge  of this spell  increases,  the rate  at which  Mana must be  consumed
 can be better
controlled and the Wall of Fire can be made to burn longer.

CHARGED BOLT
The true essence of Electromagnetism  exists on the threshold  of the Ethereal
and the Physical
Realms.  While it is very efficient  to transform Mana into electrical energy, 
it is extremely
difficult to control.  This spell calls into being  multiple pockets of
lightning which seem to
have  a will of their own.  The caster  is able to  shield  himself  from  the
effects of these
charges,  but any creature - friend or foe - may be struck. Greater
understanding of this spell
allows more of these Charged Bolts to be formed,  and their existence will be 
maintained for a
longer period of time.  The physical toll on the caster,  however, increases as
well, requiring
more Mana to be spent.

LIGHTNING
The caster of this spell seeks to control  the discharge of electrical energy by
focusing it in
single stream of lightning.  The effects  of channeling this powerful force  of
nature  onto an
unprotected creature  are awesome indeed.  With  experience,  these  bolts of
lightning  may be
maintained for a longer period ot time while requiring less Mana to be used.

FLASH
The Flash spell  was created  to fight the servants of Baal,  whose minions 
prefer to surround
their enemies and attack from all sides silmutaneously. To properly form most
incantations, the
caster  must be able  to concentrate long enough  to complete  the  necessary 
invocations  and
gestures.  With this spell, the caster draws in as much Mana as possible as
quickly as possible
from the surrounding area  and concentrates it into single point within his own
body. This Mana
is then released  in a single burst of  raw energy  that  dissipates  very 
rapidly - and  very
violently.  While this spell  is usable only in close combat,  it is extremely
potent  and will
strike creatures on all sides of the caster.

HOLY BOLT
While the Horadrim were the greatest mortal spell casters ever known,  not all
of the followers
of the Light  were as proficient in magic  as they were.  During  the quest  to 
bind Mephisto,
common soldiers  were hard pressed  to combat  the seemingly endless tides  of
the undead  that
guarded  the First Brother.  During this time,  Cathan,  a devout priest  who
was also a fierce
warrior,  found that by invoking the powers of the High Heavens and then
infusing them with the
essence of Fire,  a bolt of  great speed  and  intensity  could be created  and 
used  by those
otherwise  untrained in the use of magic.  This Holy Bolt  harms only the
undead, making it far
safer to use while on a chaotic battlefield.

HEALING
The art of self healing is an invaluable ability, and it is for this reason that
this spell has
been preserved  throughout  the ages.  When cast,  Mana courses  through  the 
body,  instantly
knitting broken bone, replacing torn tissue and reducing the effects of shock
and fatigue. With
time,  this spell can be developed to the point that it can instantly restore
even those on the
brink of death.  The ability to heal others is much rarer, and those that can do
so are greatly
respected.

RESURRECT
During the assault  upon Mephisto's Fortress of Bone,  the army led by the
Horadrim  was nearly
overwhelmed  by the legions of the damned. As soon as one of the crusaders was
slain in combat,
his body  would rise again  as an undead warrior to fight against his former
companions. On the
eve  of what was  to be  the final attack  upon  the  Fortress, a  mysterious 
figure  in white
appeared  before the Council of the Horadrim.  This apparition  revealed to them
 the secret of
piercing  the barrier between Life and Death. By Resurrecting te slain soldiers,
 they could be
saved  from eternal corruption.  Those present at the Council  swore an oath 
never to use this
ability  once the battle was over,  but somehow the secret escaped. This spell
has the power to
bring  a dead soul  back to the physical world,  but  it must be performed  at
the site  of the
person's death.

IDENTIFY
Any object  imbued with magic  exhibits an aura that is easily noticed.  To
determine the exact
nature  of this enchantment,  however,  requires intense study  and  an
extensive  knowledge of
arcane materials and symbols.  While none have mastered the ability to memorize
a spell of this
magnitude,  the Vizjerei have developed a means for the untrained to discover
the secrets of an
ensorcelled object  by using a rare crystal  that is extremely sensitive to
magical auras. This
sensitivity  makes it  very fragile,  however and the crystal will shatter if it
is brought too
close  to an enchanted item.  The very act  of identifying  such  an object 
also  destroys the
crystal.  Scroll and staves  have been crafted  that can be used to identify
magical auras.  By
using  special inks and dyes  that contain tiny grains of these crystals,  the
stability of the
crystal is maintained until it is used to examine the enchanted object.

TOWN PORTAL
The Horadrim constructed  numerous magical gateways  between the mighty
fortresses so that they
could  quickly  concentrate  their  defenses  against any incursion  by the
Demons.  With but a
thought,  the Crusaders of the Light  could transport themselves  to
predetermined destinations
many leagues apart.  Although  the secret of  creating these gateways has been
long lost, it is
still possible  to use the pathways that are already in place. A Portal opened
by means of this
spell  will always  take the caster  to the location  of the nearest gate  and
remain open long
enough  to bring the caster  back to his point of origin.  The Church of
Tristram is built upon
the remains of a Horadrim monastery, and it is quite probable that a gateway
lies nearby.

TELEKINESIS
This versatile spell  is derived  from a training exercise that was used by the
Horadrim.  Once
they reached a certain point in their training,  acolytes were bound and locked
in a cell, with
the key to the door lying on the floor in front of them. The student had to
unlock and open the
door without being able to physically move. Through intense concentration and
fine control, the
acolyte could manipulate the key as if it was hel by an invisible hand. Those
that were able to
open  the cell door  were  allowed  to proceed  to the next level of training. 
There  is  some
speculation  as to the fate  of those unfortunates  that lacked  the magical
prowess to escape.
Today,  this spell  serves are a reminder  that what was once a simple mental
exercise  for the
Horadrim  is now a difficult spell known by few sorcerers.  Telekinesis could
prove very useful
in the labyrinth, as there are many trapped doors and chests that could be
safely opened from a
distance.  By exerting greater force,  at a cost in fine control,  creatures can
also be pushed
away from the caster.

===============================================================================================
13.  S P E L L  D E S C R I P T I O N
===============================================================================================

IDENTIFY
You can discover  the true nature  of any object  with this spell. But there are
no books about
this spell, only scrolls, so use it wisely.

FIREBOLT
A spell that will shots  a bolt of fire into a single enemy. The damage it does
is very little,
but it can be very useful in your early adventure. Both books and scrolls are
available.

CHARGED BOLT
This spell can be useful to kill enemy  that attack you in groups since this
spell will diverse
while they chase their target. Both books and scrolls are available.

HOLY BOLT
Since only useful against an undead enemy this spell will do a lot of damage
when it connect to
its target.  Don't use it against  non-undead enemy  because it will do  no
damage at all. Both
books and scrolls are available.

HEALING
This spell will heal  your character's hit points,  but  as your character's
level grow up, the
mana require to cast this spell also increase. Both books and scrolls are
available.

HEAL OTHER
Unlike the Healing spell,  this spell will heal  your ally's hit points. Both
books and scrolls
are available.

INFERNO
This is a less useful spell because it can only attack an enemy near you.Both
books and scrolls
are available.

RESURRECT
Useful to resurrect only your ally, so you cannot resurrect yourself. Only
scrolls available.

INFRAVISION
Another  not-so-useful spell  which  allow you  to see all the enemies in the
surrounding area,
even enemies behind the wall or door. Only scrolls available.

FIRE WALL
This spell will set a wall of fire. Anyone, including you, who pass through this
fire wall will
take a serious damage unless he's immune to fire. Both books and scrolls are
available.

TELEKINESIS
A spell that can be use to open a door or chest from a distance  and also can be
use to push an
enemy back. Both books and scrolls are available.

LIGHTNING
When you cast this spell,   bolt of lightning  will struck your enemy.  And
because of its wide
range,  it even can hit several enemies  before  this spell gone.  Both books 
and  scrolls are
available.

TOWN PORTAL
One of the useful spell,  it can open a portal which will take you back to the
town. Both books
and scrolls are available.

FLASH
A spell  that  only useful  if you are surrounded by monsters.  It will damage
only the enemies
that near to you when you cast this spell. Both books and scrolls are available.

STONE CURSE
This spell  will turn your enemies  into stone.  But it will not last forever,
after some time,
your enemies will turn back to flesh. Both books and scrolls are available.

PHASING
This is the very useless spell in the game. It will teleport you into somewhere
place randomly.
Both books and scrolls are available.

MANA SHIELD
A spell  that will  protect  your hit points  using  your mana points.  If you
are getting hit,
instead  your  hit points,   your mana points  will  decrease.  Both  books  and
 scrolls  are
available.

ELEMENTAL
When you cast this spell, a fire elemental in a shape of human will come and
chase your target.
Its damage is pretty good. Both books and scrolls are available.

FIREBALL
Fireball is the most powerful  fire-based spell  in this game. Its damage is
devastating and it
can hit several enemies when they are close. Both books and scrolls are
available.

FLAME WAVE
This spell looks like the Fire Wall spell,  except this spell will move towards
the enemies and
will stop at nothing until it hit a wall. Both books and scrolls are avilable.

CHAIN LIGHTNING
The most powerful lightning-based spell.  This spell looks like  the  Lightning
spell,  but the
amount of lightning  depends on two things.  One  is the number of enemies  on 
the surrounding
area  and  two  is your spell level. If there are many enemies in the area and
your spell level
is pretty high you will cast  many lightning  to all direction,  possibly kill
all the enemies.
Both books and scrolls are available.

GUARDIAN
This spell will cast  a three-headed dragon  from the floor  and  shots Firebolt
to the enemies
near this dragon. Both books and scrolls are available.

NOVA
Another  powerful  lightning-based spell.  This spell  will cast  a circle of
lightning  around
yourself towards your enemy.  The closer your enemy to you when you cast this
spell, the higher
damage it takes. Only scrolls are available.

GOLEM
When you cast this spell, a golem (stone creature) will arise from the floor and
walking around
the dungeon  and attack the enemy  it saw.  Golem isn't indestructible  and if
you cast another
Golem  while the previous one is still alive, both of them will die. Both books
and scrolls are
available.

TELEPORT
This spell  will teleport you  to a place  where you pointed the cursor. Both
books and scrolls
are available.

APOCALYPSE
The best spell in the game.  This spell will attack all enemy  (including
enemies behind a door
or inside a room) on your surrounding area. Most of the monsters usually will
die after getting
hit  by one Apocalypse spell.  This is definitely  the most powerful spell,  too
bad  you can't
learn it. Only scrolls are available.

BONE SPIRIT
A spell that will  reduce your target's hit point  by 1/3.  But when you cast
it, your mana and
life will reduce. Only books are available.

BLOOD STAR
A  not so useful  spell.  It takes  both  mana  and  life  to  cast this spell. 
Only books are
available.

===============================================================================================
14.  M O N S T E R S
===============================================================================================

The Minion of Darkness fall into three categories, and are divided according to
their masters.

MEPHISTO, the Lord of Hatred (Odium)
The legions of Mephisto  are driven by a hatred of all living things -
especially those who are
pure of heart.  He counts as minions both the walking dead, who forever seek
vengeance upon the
living,  as well as a host of demonically corrupted creatures whose twisted
limbs and misshapen
bodies leave them in eternal agony and rage.
 SKELETONS (Ossium Animatum)
    These are  the skeletal remains  of warriors  who  either  died  as soldiers
 in  some dark
    campaign,  or  were betrayed  by those they most trusted. Now animated by
unnatural forces,
    these troops  of the Damned  forever seek new recruits to join their ranks.
If our greatest
    fears  do prove to be true,  the skeletal warriors  that are  rumored  to
haunt the town of
    Tristram  might well be the corrupted remains of the valiant Horadrim monks
laid to rest in
    the catacombs  beneath the church.  Only an incredibly potent evil could
have disturbed the
    peaceful slumber of these eremites.
    Skeletons  are usually found  in places where the dead are laid to rest  or
at the sites of
    great battles.  While physically fragile,  they are neverlacking in numbers,
for those that
    fall to them in combat  are damned  to an eternal lust for living blood.
Coupled with their
    unthinking rage, this makes them a dangerous opponent.
 ZOMBIES (Cibus Animatus)
    Worm-ridden and reeking of foul decay,  Zombies are formed from the corpses
of men executed
    for comitting the most depraved and degenerate crimes against the innocent.
They are driven
    by both the hatred that consumed them in life and an insatiable hunger for
the flesh of the
    living.
    Tenacious and possessing stamina  of  infernal origin,  Zombies  and their
ilk  make  for a
    difficult encounter.  Fortunately,  these  undead minions  are  lacking  in
both  will  and
    mobility which can be used to great affect against them.
 OVERLORDS (Tyrannus Pinguis)
    Even the Seraphim  are not immune  to the corruption  of the Dark Lords. 
One  such angels,
    Inarius,  was proud of his beauty  and boasted loudly of his purity and
worth. His thoughts
    became so clouded  that he believed  himself  to be above both Angel and
Demon, and he left
    the High Heavens  to form his own dominion.  He constructed  a great
cathedral  of mirrored
    glass and crystal,  and followers  flocked to him,  drawn by his numinous
charm and wealth.
    Once Inarius had gathered a sizable army, he decided to prove his power.
    Inarius first laid siege to an infernal temple devoted to the worship of
Mephisto, but made
    the foolish mistake  of overestimating his prowess. The armies of Inarius
laid waste to the
    temple  and killed the dark monks that  dwelled within.  The Three Evils had
considered the
    vain warrior  a mere nuisance  and amusement  until this time,  but this was
an insult that
    they could not bear.
    Mephisto himself is said to have appeared at the cathedral of Inarius. He
laid waste to the
    church  and the surrounding countryside.  The Lord of Hatred  took the proud
archangel  and
    his followers  captive.  He bound Inarius  with tremendous chains and slowly
tore the wings
    from  the back of the angel.  Great  barbed hooks  were then  used  to
stretch out the once
    glowing skin  and his features  were distorted  by vile powers.  Many  of
the followers  of
    Inarius  were given  as gifts to Baal and Diablo,  but  the rest  were
molded  to match the
    bloated image of the now crippled angel. To this day, Inarius is said to be
trapped in Hell
    within  a chamber of mirrors,  his eyelids torn from his face  as he is
forced to gaze upon
    his misshapen form for all eternity. His misguided followers now serve as
Hell's taskmaster
    taking the anguish of their lost glory out upon the bodies of others.
    These grotesque demons  have considerable brawn hidden beneath their layers
of greasy flab.
    Do not underestimate their strength  or their intelligence for crossing
swords with them is
    ill advised. You will be far better served to combat them with ranged
weapons or magic.
 MAGMA DEMONS (Dominus Ardor)
    During the Great Conflict  tremendous battles  were fought in both the High
Heavens and the
    Burning Hells.  Both sides  often  carried the conflict  deep  within  the
realms  of their
    enemies.  During  one epic battle  into the very heart of Mephisto's fiery
lair, a group of
    brave Seraphim warriors fronted an assault against the Lord of Hatred
himself. One of these
    angelic soldiers  made a bold attack and struck a fierce blow that caused
the foul blood of
    Mephisto  to rain  upon the ground.  Each drop  that fell  seared through
the crust of Hell
    itself and formed powerful demons shaped from molten rock. These demons
quickly rose to the
    aid of their master, and drove back the forces of Light by striking them
with thrown masses
    of lava that seared both flesh and bone with the intensity of the Burning
Hells. The losses
    dealt by these Magma Demons were tremendous.

BAAL, the Lord of Destruction (Excidium)
The soldiers of Baal  seek the undoing of the universe.  They strive  for
ultimate disorder and
destruction,  and to this end  covet the destruction of all they behold. Order
is an abhorrence
to them and these creatures are the manifestation of the forces of chaos.
 FALLEN ONES (Nanus Improbus)
    Swarms  of these impish terrors  have been  known  to come out the night 
and  tear apart a
    sleeping village  in minutes.  Small of stature  and  simian in appearance,
these creatures
    possess  surprising strength  and unnatural agility. Other than killing, the
only act which
    gives them pleasure is breeding, so expect to encounter them in large packs.
    The small size of these devils does fill them with cowardice, however, and
this fear can be
    used  against them.  They prefer to attack under the guise of darkness and
in large numbers
    whenever possible.  If  they are shown  great strength,  preferably by
killing one of their
    kind,  they will  retreat  and  regroup.  Do not turn your back on them, 
though, for their
    appetite  for destruction  will eventually overcome their caution  and they
will attempt to
    strike again.
 GOAT MEN (Aries Vehemens)
    The lieutenants of Baal  are  bred  for  strength,  endurance,  and cunning.
 These  demons
    constantly  train themselves  in the art of war, for battle is their bread
and the blood of
    innocents, their water. There are several known "clans" of Goat Men, each
given a different
    gift  from  their Dark Master. It is believed that to earn their powers they
once held mock
    wars  in Hell  for the entertainment  of the Three Brothers.  Do not  expect
 them to fight
    amongst themselves  on  the mortal realm,  however,  for  they much prefer
to slaughter the
    innocent.
    Like most of Baal's spawn, the bestial Aries are incredibly strong and
agile. Be especially
    wary  of their archers,  for they are renowned  for the accuracy  and  power
of their Great
    Bows.  Fleet of foot,  they may try to evade an unwary foe and then attack
from a different
    angle.
 SPITTING TERRORS (Bestia Acerbus)
    After an especially violent battle, Baal enjoyed celebrating with his
Brothers by holding a
    disgusting  feast of blood, human flesh, and other Hellish delights. The
Bestis Acerbus are
    the descendants  of doglike creatures  that lived  by  feeding  upon  the
remains of Baal's
    nightmarish feasts.  The variety of vile substances that the creatures
consumed, along with
    their close proximility to the Lord of Destruction, twisted and warped the
viscera of these
    Hounds of Hell. This diabolic species is capable of spitting up a variety of
caustic fluids
    and  projecting  them  at  considerable  distance.  Packs  of these terrors 
are especially
    devastating,  as their bile has been known to eat through the strongest of
armor and poison
    the most hearty men.
    Great care  must be taken  when  within the lair of these Bestia.  Their
venom  retains its
    potency  for a considerable amount of time  and puddles of it may be found
everywhere. When
    killed,  the beast's inner toxins  eat through the now-dead flesh, leaving a
dangerous trap
    for those foolish enough to tread upon the corpse.
 HORNED DEMONS (Impetum Cornuta)
    Used  as living siege engines,  there are  numerous accounts  of these
juggernauts smashing
    into the lines of the Seraphim and leaving only death and ruin in their
wake. The skull and
    the single large horn  in the snout  of the demon are unnaturally durable.
The Horned Demon
    prefer to wait until a clear path is available  and then  they charge
towards their victims
    at incredible speeds.  Be wary of this initial charge!  It is far better to
deal with these
    creatures in close quarters or with magic.

DIABLO, the Lord of Terror (Metus)
Using illusion  and fear  as their greatest weapons,  the attendants  to Diablo 
are formidable
adversaries. They prefer to wait for their opponent to display a moment of
weakness before they
attack.  Equally dangerous  in the dark or in your dreams, they are the fears of
man made flesh
by Diablo's will. These nightmaries lurk at the edges of mortal perception from
the moment that
you take your first breath - and they long to be with you when you take your
last.
 WINGED FIENDS (Alae Nefastus)
    Some people are so hungry for power and knowledge  that they are willing to
sacrifice their
    humanity  to the Lords of Hell in exchange for gifts that inevitably turn
against them. One
    such group,  a dark cabal of wizards,  decided to take the power of creation
into their own
    hands  and magically created a race of creatures  to act as servants and
messengers.  Using
    infernal abilities  granted to them through their arcane pact, they formed
small bat-winged
    imps that they believed would prove useful  in carrying out deeds that were
too trivial for
    their own efforts.  Each of the sorcerers  created an entity  that 
reflected  his  magical
    specialization.  The creatures thus created  were small,  nimble and
possessed an unnatural
    cunning.
    At first the corrupt sorcerers were overjoyed at the success of their
experiment,  but they
    soon began to notice that  the Alae did not serve them  as loyalty  as they
had hoped.  The
    creatures  had taken to secretly  feeding from the very essence of their
masters, weakening
    them  and eventually killing them.  The sorcerers tried to destroy their
creations, but the
    fiends banded together to combat them. The winged fiends has been secretly
breeding outside
    of the sorcerer's domains,  and swarms of them attacked,  killing their
former masters.  To
    this day, the descendants of these creations terrorize the countryside.
    Do not underestimate  this foul demons.  They are physically weak,  but
posses great speed.
    Many of them  possess unearthly abilities reflecting  the powers of their
creators and they
    also enjoy  using their razor sharp claws and hooked wings to tear the flesh
from the faces
    of their victims.
 SCAVENGERS (Maleficus Vorax)
    Maleficus Vorax  are the smallest  of a related group  of demonic creatures 
that feed upon
    carrion, mostly the remains of victims killed by their large cousins. Unlike
most scavenger
    however,  they are  extremely aggressive  and  will not hesitate  to attack 
anyone hapless
    enough to encounter them. They have powerful legs which they use to swift
springing attacks
    striking  at vulnerable  faces and throats.  Their  primary  weakness  is 
their  voracious
    appetite;  the smell of death  may drive them  into a feeding frenzy  where 
they will stop
    their attacks to feast upon remains that are nearby.
 THE HIDDEN (Metus Occultus)
    The Hidden  are the bogeymen  that haunt our dreams and live in the
nightmares of children.
    Although  they dwell  at the edge  of the Physical  and  Ethereal Realms 
where they remain
    unseen  by mortal sight, they can quickly manifest and strike those that
appear vulnerable.
    Metus Occultus and others of their ilk feed on the essence of fear. When
wounded, they will
    seek  to retreat back  into the Ether to heal themselves. It is important to
note that even
    while invisible the creature exists partially on the Physical Realm, and can
be affected by
    spells and weapons.
 GARGOYLE (Signum Vitiosum)
    In ages past, it was customary to decorate buildings with stone statues of
demons that were
    enchanted  to serve  as guardians  and protectors of those within. The
misshapen figures of
    the statues  were designed  to taunt and anger  any demons that attempted to
gain entrance.
    Diablo worked to unlock the wards  that protected these granites images, and
eventually was
    able  to gift them  with a Hadean life.  The Gargoyle  arose  from  their
captive sleep and
    swooped down to prey upon those whom they were created to protect.
Naturally, the remaining
    statues  were  immediately destoyed,  but  there are Signum  that  escaped 
and continue to
    terrorize the innocent to this day.
    The act of transforming from flesh to stone  allows the creature to heal any
wounds that it
    has suffered,  so it is best  to either avoid  these demons entirely  or  to
hunt them down
    until they are dead. Do not allow them to flee, for they will soon return in
full force.

===============================================================================================
15.  G O S S I P  A R O U N D  T R I S T R A M
===============================================================================================

GRISWOLD THE BLACKSMITH
01. Sometimes  I think that Cain  talks too much, but I guess that is his
calling in life. If I
    could bend steel  as well as  he can bend your ear, I could make a suit of
court plate good
    enough for an emperor!
02. A good man  who puts  the needs  of others  above  his own.  You won't find 
anyone left in
    Tristram - or anywhere else for that matter - who has a bad thing to say
about the healer.
03. While I have to prectically smuggle in the metals and tools I need from
caravans that skirt
    the edges of our damned town, that witch, Adria, always seems to get
whatever she needs. If
    I knew  even  the smallest bit  about how to harness magic  as she did,  I
could make  some
    trully incredible things.
04. The inkeeper  has little business  and  no real way of turning a profit. He
manages to make
    ends meet  by providing food  and  lodging  for those  who  occasionally 
drift through the
    village,  but they are  a likely to sneak off  into the night as they are to
pay him. If it
    weren't  for the stores of grains  and  dried meats  he kept in his cellar,
why, most of us
    would have  starved  during  that first year  when  the entire countryside 
was  overrun by
    demons.
05. Gillian is a nice lass.  Shame that her gammer is in such poor health or I
would arrange to
    get both of them out of here on one of the trading caravans.
06. I was with Farnham  that night that Lazarus  led us  into  the labyrinth.  I
 never saw the
    Archbishop again,  and  I may not have survived  if Farnham was not at my
side. I fear that
    the attack  left his soul  as crippled as,  well,  another  did my leg. I
cannot fight this
    battle for him now, but I would if I could.
07. That lad  is going to get himself  into serious trouble... or  I guess I
should say, again.
    I've tried  to interest him  in working here  and  learning about  an honest
trade,  but he
    prefers the high profits of dealing in goods of dubious origin.  I cannot
hold that against
    him after what happened to him, but I do wish he would at least be careful.
08. The axe?  Aye, that's a good weapon, balanced against any foe. Look how it
cleaves the air,
    and then imagine a nice fat demon head in its path.  Keep in mind, however,
that it is slow
    to swing - but talk about dealing a heavy blow!
09. Your weapons  and  armor will show the signs of your struggles against the
darkness. If you
    bring them  to me,  with a bit of work  and a hot forge, I can restore them
to top fighting
    form.
10. If you're looking for a good weapon, let me show this to you. Take your
basic blunt weapon,
    such as  mace.  Works  like a charm  against  most of those undying horors 
down there, and
    there's nothing better to shatter skinny little skeletons!
11. Look at that edge,  that balance. A sword in the right hands, and against
the right foe, is
    the master of all weapons. Its keen blade finds little to hack or pierce on
the undead, but
    against a living, breathin enemy, a sword will better slice their flesh!

CAIN THE ELDER
01. Griswold - a man of great action and great courage.  I bet he never told you
about the time
    he went into the labyrinth to save Wirt, did he?  He knows his fair share of
the dangers to
    be found there,  but then again - so do you. He is a skilled craftsman, and
if he claims to
    be able to help you in any way, you can count on his honesty and his skill.
02. Ah,  Pepin.  I count him  as a  true friend - perhaps  the closest I have
here. He is a bit
    addled at times, but never a more caring or considerate soul has existed.
His knowledge and
    skills are equaled by few, and his door is always open.
03. The witch,  Adria,  is an anomaly here in Tristram. She arrived shortly
after the cathedral
    was desecrated while most everyone else was fleeing. She had a small hut
constructed at the
    edge of town, seemingly overnight,  and has access to many strange and
arcane artifacts and
    tomes of knowledge that even I have never seen before.
04. Odgen  has owned  and  run  the rising sun inn  and  tavern  for  almost
four years now. He
    purchased it  just a few short months  before everything here went to hell.
He and his wife
    Garda  do not have the money  to leave as they invested all  they had  in
making a life for
    themselves here. He is a good man with a deep sense of responsibility.
05. Gillian is a fine woman.  Much afored for her high spirits and her quick
laugh, she holds a
    special place in my heart.  She stays on at the tavern  to support  her
elderly grandmother
    who is too sick to travel. I sometimes fear for her safety,  but I know that
any man in the
    village would rather die than see her harmed.
06. Poor Farnham.  He is  a disqueting reminder  of the doomed assembly  that 
entered into the
    cathedral with Lazarus on that dark day. He escaped with his life, but his
courage and much
    of his sanity  were left  in some dark pit.  He  finds comfort  only  at the
bottom  of his
    tankard  nowadays,  but  there are  occasional bits  of truth  buries 
within  his constant
    ramblings.
07. The story of Wirt is a frightening and tragic one. He was taken from the
arms of his mother
    and dragged into the labyrinth  by the small,  foul demons that wield 
wicked spears. There
    were many other children taken that day,  including  the son of King Leoric.
The knights of
    the palace went below, but never returned. The blacksmith found the boy, but
only after the
    foul beasts had begun to torture him for their sadistic pleasures.
08. I know of many myths and legends  that may contain answers  to questions 
that may arise in
    your journeys into the labyrinth.  If you come across challenges and
questions to which you
    seek knowledge, seek me out and I will tell you what I can.
09. While you are venturing  deeper into the labyrinth  you  may find  tomes of
great knowledge
    hidden there. Read them carefully for they can tell you things that even I
cannot.

PEPIN THE HEALER
01. Griswold  knows  as much about the art of war  as  I do  about the art of
healing.  He is a
    shrewd merchant,  but his work  is second to none. Oh, I suppose that may
because he is the
    only blacksmith left here.
02. Cain  is a true friend  and  a wise sage.  He  maintains  a vast library 
and has an innate
    ability  to discern the true nature of many things.  If you ever have  any
questions, he is
    the person to go to.
03. While  I  use  some  limited forms of magic to create the potions and
elixirs I store here,
    Adria  is a  true sorceress.  She  never seems to sleep,  and she always has
access to many
    mystic tomes  and  artifacts. I believed her hut may be much more than the
hovel it appears
    to be, but I can never seem to get inside the place.
04. I really  don't understand  why Odgen  stays  here  in Tristram.  He suffers
 from a slight
    nervous condition,  but  he is  an intelligent  and  industrious man who
would do very well
    wherever  he went. I suppose  it may be  the fear of the many murders  that 
happen  in the
    surrounding countryside,  or perhaps  the wishes  of his wife  that keep him
and his family
    where they are.
05. Odgen's barmaid is a sweet girl.  Her grandmother is quite ill, and suffers
from delusions.
    She claims that they are visions, but I have no proof of that one way or the
other.
06. Even  my skills  have been  unable  to fully heal Farnham. Oh, I have been
able to mend his
    body, but his mind and spirit are beyond anything I can do.
07. Poor Wirt.  I did all that was possible  for the child,  but I know he
despises that wooden
    peg  that  I  was forced  to attach  to his leg.  His  wounds  were hideous.
 No  one - and
    especially such a young child - should have to suffer the way he did.
08. Before it was taken over by, well, whatever lurks below, the cathedral was a
place of great
    learning.  There are  many books  to be found there.  If you find any, you
should read them
    all, for some may hold secrets to the workings of the labyrinth.
09. I have made  a very interesting  discovery.  Unlike us,  the creatures in
the labyrinth can
    heal themselves without the aid of potions or magic.  If you hurt one of the
monsters, make
    sure it is dead or it very well may regenerate itself.

ADRIA THE WITCH
01. To a man who only knows iron, there is no greater magic than steel. The
blacksmith Griswold
    is more  of a sorcerer  than he knows.  His ability  to meld fire and metal
is unequaled in
    this land.
02. A chest  opened in darknss  holds  no greater treasure than when it is
opened in the light.
    The storyteller Cain is an enigma, but only to those who do not look. His
knowledge of what
    lies beneath the cathedral is far greater than even he allows himself to
realize.
03. The hand, the heart and the mind can preform miracles when they are in
perfect harmony. The
    healer Pepin sees into the body in a way even I cannot. His ability to
restore the sick and
    injured is magnified by his understanding of the creation of elixirs and
potions.  He is as
    great an ally as you have in Tristram.
04. Earthen walls and thatched canopy  do not a home create. The innkeeper Odgen
serves more of
    a purpose  in this town  than many understand.  He  provides  shelter  for 
Gillian and her
    matriarch,  maintains what life Farnham has left to him, and provides an
anchor for all who
    are left  in the town  to what Tristram once was. His tavern, and the simple
pleasures that
    can still be found there,  provide a glimpse of a life that the people here
remember. It is
    that memory that continues to feed their hopes for your success.
05. Corruption  has the strength  of deceit,  but inocence holds the power of
purity. The young
    woman Gillian has a pure heart,  placing the needs of her matriarch over her
own. She fears
    me, but it is only because she does not understand me.
06. The higher  you place your faith  in one man,  the farther it has to fall.
Farnham has lost
    his soul,  but not to any demon. It was lost when he saw his fellow
townspeople betrayed by
    the Archbishop Lazarus.  He has knowledge  to be gleaned,  but  you must
separate fact from
    fantasy.
07. There is much about the future we cannot see, but when it comes it will be
the children who
    wield it. The boy Wirt has a blackness upon his soul, but he poses no threat
to the town or
    its people.  His secretive dealings  with the urchins  and  unspoken guilds
of nearby towns
    gain him access to many devices  that cannot be easily found in Tristram.
While his methods
    may be  reproachful,  Wirt  can provide assistance  for your battle against
the encroaching
    darkness.
08. The sum of our knowledge is in the sum of its people. Should you find a book
or scroll that
    you cannot  decipher,  do not hesitate  to bring it to me. If I can make
sense of it I will
    share what I find.
09. The greatest power is often the shortest lived. You may find ancient words
of power written
    upon  scrolls of parchment.  The strength  of these scrolls  lies  in the
ability to either
    apprentice or adept to cast them with equal ability. Their weakness is that
whey must first
    be read aloud and can never be kept at the ready of your mind. Know also
that these scrolls
    can be read but once, so use them with care.

ODGEN THE TAVERN OWNER
01. Griswold the blacksmith  is  extremely knowledgeable  about  weapons and
armor. If you ever
    need work done on your gear, he is definitely the man to see.
02. If you want to know more about the history of our village, the storyteller
Cain knows quite
    a bit about the past.
03. Pepin  is a good man - and certainly  the  most  generous  in  the village. 
He  is  always
    attending  to the needs of others,  but trouble of some sort or another does
seem to follow
    him wherever he goes...
04. Adria is wise  beyond  her years,  but I must admit - she frightens me  a
little.  Well, no
    matter. If you ever have need to trade in items of sorcery, she maintains a
strangely well-
    stocked hut just across the river.
05. Gillian,  my barmaid? If it were not for her sense of duty to her grand-dam,
she would have
    fled  from here  long ago.  Goodness knows  I begged her to leave, telling
her that I would
    watch after the old woman, but she is too sweet and caring to have done so.
06. Farnham spends far too much time here, drowning his sorrows in cheap ale.  I
would make him
    leave, but he did suffer so during his time in the labyrinth.
07. Wirt is rapscallion and a little scoundrel. He was always getting into
trouble, and it's no
    surprise  what happened to him.  He probably went fooling about someplace
that he shouldn't
    have been. I feel sorry for the boy, but I don't abide the company that he
keeps.
08. Many adventurers  have graced  the tables  of my tavern, and ten times as
many stories have
    been told over as much ale.  The only thing that I ever heard any of them
agree on was this
    old axiom. Perhaps it will help you. You can cut the flesh, but you must
crush the bone.

GILLIAN THE BARMAID
01. Our blacksmith  is a point of pride  to the people  of Tristram.  Not only 
is he  a master
    craftsman who has won many contests within his guild, but he received
praises from our King
    Leoric himself - may his soul rest in peace. Griswold is also a great hero;
just ask Cain.
02. Cain has been the storyteller of Tristram  for as long as I can remember. He
knows so much,
    and can tell you just about anything about almost everything.
03. Pepin  saved  my grandmother's life,  and  I know that  I can never repay
him for that. His
    ability to heal any sickness is more powerful  than the mightiest sword and
more mysterious
    than any spell you can name. If you ever are in need of healing, Pepin can
help you.
04. The woman  at the edge of town  is a witch!  She seems nice enough, and her
name, Adria, is
    very pleasing  to the ear,  but I am very afraid of her. It would take
someone quite brave,
    like you, to see what she is doing out there.
05. Odgen and his wife  have  taken me and my grandmother  into their home and
have even let me
    earn  a few gold pieces  by working at the inn.  I owe so much to them, and
hope one day to
    leave this place and help them start a grand hotel in the east.
06.

07. I grew up  with Wirt's mother,  Canace.  Although  she was only  slightly
hurt  when  those
    hideous creatures stole him,  she never recovered. I think she died of a
broken heart. Wirt
    has become  a mean-spirited youngster,  looking only  to profit from the
sweat of others. I
    know that  he suffered  and  has seen horrors  that I cannot even imagine,
but some of that
    darkness hangs over him still.
08. My grandmother  had a dream  that you would come  and talk to me. She has
visions, you know
    and can see into the future.

FARNHAM THE DRUNK
01. Griswold?  Good old Griswold. I love him like a brother! We fought together,
you know, back
    when... we... Lazarus... Lazarus... Lazarus!!!
02.

03. Hehehe, I like Pepin.  He really tries, you know. Listen here, you should
make sure you get
    to know him. Good fella like that with people always wantin' help.  Hey, I
guess that would
    be kinda like you, huh hero? I was a hero too...
04. Why don't that old crone  do somethin'  for a change.  Sure, sure, she's got
stuff, but you
    listen to me... she's unnatural.  I ain't never seen her eat or drink - and
you can't trust
    somebody who desn't drink at least a little.
05. Odgen  is the best man  in town.  I don't think his wife  likes me much, but
as long as she
    keeps tappin' kegs,  I'll like her  just fine.  Seems like  I been spendin' 
more time with
    Odgen than most, but he's so good to me...
06. The gal who brings the drinks? Oh, yeah, what a pretty lady. So nice, too.
07. Wirt  is a kid  with more problems  than even me,  and  I know  all  about
problems. Listen
    here - that kid is gotta sweet deal,  but he's been there, you know? Lost a
leg! Gotta walk
    around on a piece of wood. So sad, so sad...
08. No one ever lis... listens to me.  Somewhere - I  ain't too sure - but 
somewhere under the
    church  is a shole pile o' gold.  Gleamin' and shinin'  and just waitin' for
someone to get
    it.
09. I wanna tell ya sumthin',  'cause I know all about this stuff. It's my
specialty. This here
    is the best... Theeeee best! That other ale ain't no good since those stupid
dogs...
10. If I was you... and I ain't... but if I was, I'd sell all that stuff you got
and get out of
    here. That boy out there... he's always got somethin good, but you gotta
give him some gold
    or he won't even show you what he's got.

WIRT THE PEG-LEGGED BOY
01. I guess  I owe the blacksmith  my life - what there is of it.  Sure,
Griswold offered me an
    apprenticeship at the smithy, and he is a nice enough guy,  but I'll never
get enough money
    to... well, let's just say that I have definite plans that require a large
amount of gold.
02. Cain knows too much.  He scares the life  out of me - even more than  that
woman across the
    river.  He keeps telling me about  how lucky I am to be alive, and how my
story is foretold
    in legend. I think he's off his crock.
03. As long as  you  don't need anything reattached,  old Pepin is as good as
they come. If I'd
    have had some of those potions he brews, I might still have my leg...
04. Adria  truly  bothers me.  Sure, Cain is creepy in what he can tell you
about the past, but
    that witch can see into your past.  She always has some way to get whatever
she needs, too.
    Adria  gets her hands  on more morchandise  than  I've seen pass  through
the gates  of the
    king's bazaar during high festival.
05. Odgen is a fool  for staying here. I could get him out of town for a very
reasonable price,
    but he insists  on trying to make a go of it with  that stupid tavern.  I
guess at least he
    gives Gillian a place to work, and his wife garda does make a superb
shepherd's pie...
06. If I were a few years older,  I would shower her  with whatever riches  I
could muster, and
    let me assure you  I can get my hands on some very nice stuff.  Gillian is a
beautiful girl
    who should get out of Tristram  as soon as it is safe.  Hmmm... maybe I'll
take her with me
    when I go...
07. Don't trust everything the drunk says.  Too many ales  have fogged  his
vision and his good
    sense.
08. In case  you haven't  noticed,  I don't  buy anything  from Tristram.  I am 
an importer of
    quality goods.  If you want  to peddle junk,  you'll have to see  Griswold, 
Pepin  or that
    witch, Adria. I'm sure that they will snap up whatever you can bring them...

===============================================================================================
16.  W H A T  D O  T H E Y  S A Y  A B O U T  T H E  Q U E S T
===============================================================================================

THE BUTCHER
Griswold : I saw what Farnham calls the Butcher  as it swathed a path  through
the bodies of my
           friends.  He swung a cleaver as large as an axe, hewing limbs and
cutting down brave
           men  where they stood.  I was separated  from the fray by a host of
small screeching
           demons  and somehow found the stairway leading out.  I never saw 
that hideous beast
           again, but his blood-stained visage haunts me to this day.
Cain     : It seems that the Archbishop Lazarus goaded many of the townsmen into
venturing into
           the labyrinth to find the king's missing som. He played upon their
fears and whipped
           them  into a frenzied mob.  None of them  were prepared for what lay
within the cold
           earth... Lazarus  abandoned them  down there - left  in the clutches 
of unspeakable
           horrors - to die.
Pepin    : By the light, I know of this vile demon.  There were many that bore
the scars of his
           wrath upon their bodies  when the few survivors of the charge led by
Lazarus crawled
           from  the cathedral.  I don't know  what  he used  to slice open his
victims, but it
           could not have been of this world.  It left wounds festering with
disease and even I
           found them almost impossible to treat. Beware if you plan to battle
this fiend...
Adria    : The Butcher  is a sadistic creature that delights in the torture and
pain of others.
           You have seen his handiwork in the drunkard Farnham. His destruction
will do much to
           ensure the safety of this village.
Odgen    : Yes,  Farnham  has  mumbled  something  about  a hulking brute  who
wielded a fierce
           weapon. I believe he called him a butcher.
Gillian  : When Farnham said something about a Butcher killing people, I
immediately discounted
           it. But since you brought it up, maybe it is true.
Farnham  : Big!  Big cleaver  killing  all my friends.  Couldn't  stop  him, 
had to  run away,
           couldn't  save  them.  Trapped  in a room  with so many bodies... so
many friends...
           noooooooooo!
Wirt     : I know more than you'd think about that grisly fiend.  His little
friends got a hold
           of me and managed to get my leg before Griswold pulled me out of that
hole. I'll put
           it bluntly - kill him before he kills you and adds your corpse to his
collection.

POISONED WATER SUPPLY
Griswold : Pepin has told you the truth. We will need fresh water badly, and
soon. I have tried
           to  clear  one of  the smaller wells,  but  it reeks  of stagnant
filth.  It must be
           getting clogged at the source.
Cain     : Hmm,  I don't know  what  I can really tell you about this that will
be of any help.
           The water that fills our wells  comes from an underground spring.  I
have heard of a
           tunnel  that  leads  to  a  great  lake  -  perhaps  they  are  one 
and  the  same.
           Unfortunately, I do not know what would cause our water supply to be
tainted.
Pepin    : Please,  you must hurry.  Every hour that passes brings us closer to
having no water
           to drink. We cannot survive for long witout your help.
Adria    : The people of Tristram  will die  if you cannot restore  fresh water
to their wells.
           Know this - demons are at the heart of this matter, but they remain
ignorant of what
           they have spawned.
Odgen    : I have always tried  to keep a large supply  of foodstuffs  and drink
in our storage
           cellar,  but with the entire town  having no source of fresh water, 
even our stores
           will soon run dry. Please, do what you can or I don't know what we
will do.
Gillian  : My grandmother is very weak,  and Garda says that we cannot drink the
water from the
           wells. Please, can you do something to help us?
Farnham  : You drink water?
Wirt     : For once, I'm with you.  My business runs dry - so to speak - if I
have no market to
           sell to. You better find out what is going on, and soon!

THE CURSE OF KING LEORIC
Griswold : I made many of the weapons and most of the armor that King Leoric
used to outfit his
           knights.  I even  crafted  a huge two-handed sword of the finest
mithril for him, as
           well as a field crown to match. I still cannot believe how he died,
but it must have
           been some sinister force that drove him insane!
Cain     : Ahh,  the story  of our king,  is it?  The tragic fall of Leoric was
a harsh blow to
           this land.  The people  always  loved the king,  and now they live in
mortal fear of
           him.  The question that I keep asking myself is how he could have
fallen so far from
           the light,  as Leoric had always been the holiest of men.  Only the
vilest powers of
           hell could so utterly destroy a man from within...
Pepin    : The loss  of his son  was too much  for King Leoric.  I did what I
could to ease his
           madness, but  in the end  it overcame him.  A black curse has hung
over this kingdom
           from that day  forward,  but perhaps if you were to free his spirit
from his earthly
           prison, the curse would be lifted...
Adria    : The dead  who walk  among the living  follow the cursed king.  He
holds the power to
           raise  yet more warriors  for an ever growing army of the undead. If
you do not stop
           his reign, he will surely march across this land and slay all who
still live here.
Odgen    : As I told you,  good master,  the king  was entombed  three levels
below.  He's down
           there, waiting in the putrid darkness for his chance to destroy this
land...
Gillian  : I don't like to think about  how the king died.  I like to remember
him for the kind
           and just ruler that he was. His death was so sad and seemed very
wrong, somehow.
Farnham  : I don't care  about that.  Listen,  no skeleton is gonna be my king.
Leoric is king.
           King, so you hear me? Hail to the king!
Wirt     : Look,  I'm running a business here. I don't sell information, and I
don't care about
           some king that's been dead longer than I've been alive. If you need
something to use
           against this king of the undead, then I can help you out...

ODGEN'S SIGN
Griswold : Demons stole Odgen's sign, you say? That doesn't sound much like the
atrocities I've
           heard of - or seen.  Demons  are  concerned  with  ripping out your
heart,  not your
           signpost.
Cain     : I see that  this  strange behaviour  puzzler you as well. I would
surmise that since
           many demons fear the light of the sun  and believe that it holds
great power, it may
           be that  the rising sun  depicted  on the sign you speak of  has led
them to believe
           that  it too  holds some arcane powers. Hmm, perhaps they are not all
as smart as we
           had feared...
Pepin    : My goodness,  demons running about the village  at night,  pillaging 
our homes - is
           nothing sacred? I hope that Odgen and Garda are all right. I suppose
that they would
           come to see me if they were hurt...
Adria    : No mortal  can  truly  understand  the  mind of the demon.  Never let
 their erratic
           actions confuse you, as that too may be their plan.
Odgen    : Master,  I have  a strange  experience  to  relate.  I  know  that 
you have a great
           knowledge  of those monstrasities  that inhabit the labyrinth, and
this is something
           that I cannot understand  for the very life of me... I was awakened
during the night
           by a scraping sound just outside of my tavern.  When I looked out
from my bedroom, I
           saw  the shapes of small demon-like creatures  in  the inn yard.
After a short time,
           they  ran off,  but not before  stealing the sign to my inn.  I 
don't know  why the
           demons would steal my sign but leave my family in peace... 'tis
strange,no?
Gillian  : Oh my!  Is that  where  the sign went?  My grandmother  and  I must
have slept right
           through the whole thing. Thank the light that those monsters didn't
attack the inn.
Farnham  : You know  what I think?  Somebody took that sign,  and they gonna
want lots of money
           for it.  If I was Odgen... and I'm not, but if I was... I'd just buy
a new sign with
           some pretty drawing on it. Maybe a nice mug of ale or a piece of
cheese...
Wirt     : What - is he saying  I took that? I suppose that Griswold is on his
side, too. Look,
           I got over simple sign stealing  month ago.  You can't turn a profit 
on a piece  of
           wood.

GHARBAD THE WEAK
Griswold : -
Cain     : -
Pepin    : -
Adria    : -
Odgen    : -
Gillian  : -
Farnham  : -
Wirt     : -

THE MAGIC ROCK
Griswold : I am still waiting  for you  to bring me  that stone from the
Heavens. I know that I
           can make something powerful out of it.
Cain     : Griswold speaks of the Heaven stone that was destined for the enclave
located in the
           east.  It was being taken there  for further study. This stone glowed
with an energy
           that  somehow granted vision  beyond that which a normal man could
possess. I do not
           know what secrets it holds,  my friend, but finding this stone would
certainly prove
           most valuable.
Pepin    : I don't know  what it is that they thought they could see with that
rock, but I will
           say this. If rocks are falling from the sky, you had better be
careful!
Adria    : The heaven stone is very powerful, and were it any but Griswold who
bid you fint it,
           I would  prevent it.  He will harness its powers and its use will be
for the good of
           us all.
Odgen    : The caravan  stopped here  to take on some supplies for their journey
to the east. I
           sold them quite an array  of fresh fruits  and some excellent
sweetbreads that Garda
           has just finished baking. Shame what happened to them...
Gillian  : Well,  a caravan of some very important people  did stop here,  but
that was quite a
           while ago.  They  had strange accents  and  were starting  on a  long
journey,  as I
           recall.  I  don't see  how  you could hope  to find anything  that 
they  would have
           carrying.
Farnham  : I used to have  a nice ring;  it was a really expensive one, with
blue and green and
           red  and  silver.  Don't remember  what happened to it,  though.  I
really miss that
           ring...
Wirt     : If anyone  can make something out  of that rock,  Griswold can.  He
knows what he is
           doing,  and as much as  I try to steal  his customers,  I respect the
quality of his
           work.

VALOR
Griswold : The armor known as Valor could be what tips the scale in your favor.
I will tell you
           that many have looked for it - including myself. Arkaine hid it well,
my friend, and
           it will take  more  than  a bit of luck  to unlock  the secrets  that
 have  kept it
           concealed oh, lo these many years.
Cain     : The gateway of blood  and the halls of fire are landmarks of mystic
origin. Wherever
           this book you read  from resides  it is surely a place of great
power. Legends speak
           of a pedestal  that is carved  from obsidian stone  and  has a pool
of boiling blood
           atop  its bone encrusted surface.  There are also  allusions to
stones of blood that
           will open  a door  that guards an ancient treasure... The nature of
this treasure is
           shrouded  in speculation,  my friend,  but it is said that  the
ancient hero Arkaine
           placed the holy armor Valor  in a secret vault. Arkaine was the first
mortal to turn
           the tide of the Sin War and chase the legions of darkness back to the
burning hells.
           Just before  Arkaine died,  his armor was hidden away  in a secret
vault. It is said
           that when this holy armor is again needed, a hero will arise to don
valor once more.
           Perhaps you are that hero...
Pepin    : Hmm... it sounds like  something  I  should remember, but I've been
so busy learning
           new cures and creating better elixirs that I must have forgotten.
Sorry...
Adria    : Should you find these  stones of blood,  use them carefully. The way
is fraught with
           danger and your only hope rests within your self trust.
Odgen    : Every child  hears  the story of the warrior Arkaine  and  his mystic
armor known as
           Valor.  If you could find its resting place, you would be well
protected against the
           evil in the labyrinth.
Gillian  : The story of the magic armor  called Valor  is something I often
heard the boys talk
           about. You had better ask one of the men in the village.
Farnham  : Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz...
Wirt     : You intend  to find  the armor  known as Valor?  No one  has  ever
figured out where
           Arkaine  stashed  the stuff,  and if my contacts couldn't find it, I
seriously doubt
           you ever will either.

THE CHAMBER OF BONE
Griswold : I know nothing  of this place,  but  you may try  asking Cain.  He
talks  about many
           things, and it would not surprise me if he had some answers to your
question.
Cain     : A book that speaks of a chamber of human bones? Well, a chamber of
bone is mentioned
           in certain archaic writings that I studied in the libraries of the
east. These tomes
           inferred  that  when the lords of the underworld desired to protect
great treasures,
           they would create domains where those who died in the attempt to
steal that treasure
           would be forever bound to defend it. A twisted, but strangely
fitting, end?
Pepin    : This sounds  like a very dangerous place.  If  you venture there, 
please take great
           care.
Adria    : You will become  an eternal servant  of the dark lords should you
perish within this
           cursed domain. Enter the Chamber of Bone at your own peril.
Odgen    : I am afraid that  I don't know anything about that, good master. Cain
has many books
           that may be of some help.
Gillian  : I am afraid that  I haven't heard anything about that.  Perhaps Cain
the storyteller
           could be of some help.
Farnham  : Okay,  so listen.  There's  the chamber of wood, see. And his wife,
you know - her -
           tells  the tree...  cause you gotta wait.  Then I says, that might
work against him,
           but if you think I'm gonna pay for this... you... uh... yeah.
Wirt     : A vast and mysterious treasure, you say? Maybe I could be interested
in picking up a
           few things  from you...  or better yet,  don't  you need  some  rare 
and  expensive
           supplies to get you through this ordeal?

HALLS OF THE BLIND
Griswold : I am afraid that  I have neither  heard  nor  seen  a place  that
matches your vivid
           description, my friend. Perhaps Cain the storyteller could be of some
help.
Cain     : You recite  an interesting rhyme  written in a style that reminds me
of other works.
           Let me think  now - what was it?  Darkness shrouds  the hidden.  Eyes
glowing unseen
           with only the sounds of razor claws briefly scraping to torment those
poor souls who
           have been made  sightless  for all eternity. The prison for those so
damned is named
           the Halls of the Blind...
Pepin    : This  does seem familiar, somehow. I seem to recall reading something
very much like
           that poem  while researching the history of demonic afflictions. It
spoke of a place
           of great evil that... wait - you're not going there are you?
Adria    : This is a place of great anguish  and  terror,  and so serves its
master well. Tread
           carefully or you may yourself be staying much longer than you had
anticipated.
Odgen    : I never much cared  for poetry. Occasionally, I had cause to hire
minstrels when the
           inn was doing well,  but that seems like  such a long time ago now.
What? Oh, yes...
           uh, well, I suppose you could see what someone else knows.
Gillian  : If you have questions about blindness, you should talk to Pepin. I
know that he gave
           my grandmother a potion that helped clear her vision, so maybe he can
help you, too.
Farnham  : Look here... that's pretty funny, huh? Get it? Blind - look here?
Wirt     : Lets see, am I selling you something? No.  Are you giving me money to
tell you about
           this? No.  Are you now leaving  and going to talk  to the storyteller
 who lives for
           this kind of thing? Yes.

ZHAR THE MAD
Griswold : -
Cain     : -
Pepin    : -
Adria    : -
Odgen    : -
Gillian  : -
Farnham  : -
Wirt     : -

BLACK MUSHROOM
Griswold : If Adria  doesn't  have one of these,  you can bet that's a rare
thing indeed. I can
           offer you no more help than that, but it sounds like... a huge,
gargantuan, swollen,
           bloated mushroom! Well, good hunting, I suppose.
Cain     : The witch Adria seeks a black mushroom? I know as much about black
mushrooms as I do
           about  red herrings.  Perhaps  Pepin the healer  could  tell you 
more,  but this is
           something that cannot be found in any of my stories or books.
Pepin    : Thw witch  told me  that you were searching for the brain of a demon
to assist me in
           creating my elixir. It should be of great value to the many who are
injured by those
           foul beasts,  if I can just unlock  the secrets I suspect that its
alchemy holds. If
           you can remove  the brain of a demon  when  you kill it,  I would be
grateful if you
           could bring it to me.
Adria    : It's a big,  black mushroom that I need. Now run off and get it for
me so that I can
           use it for a special concoction that I am working on.
Odgen    : Let me just say this.  Both  Garda and I  would never, ever serve
black mushrooms to
           our honored guests.  If Adria  wants some mushrooms  in her stew, 
then  that is her
           business, but I can't help you find any. Black mushrooms...
disgusting!
Gillian  : I think Odgen  might have  some mushrooms  in the storage cellar. 
Why don't you ask
           him?
Farnham  : Odgen mixes a mean black mushroom, but I get sick if I drink that.
Listen, listen...
           here's the secret - moderation is the key!
Wirt     : I don't have any mushrooms of any size or color  for sale. How about
something a bit
           more useful?

ANVIL OF FURY
Griswold : Nothing yet, eh?  Well, keep searching. A weapon forged upon the
anvil could be your
           best hope, and I am sure that I can make you one of the legendary
proportions.
Cain     : Griswold  speaks  of the Anvil of Fury - a legendary artifact long
searched for, but
           never found.  Crafted  from the metallic bones of the razor pit
demons, the Anvil of
           Fury  was smelt around the skulls  of the five most powerful magi of
the underworld.
           Carved  with runes of power and chaos,  any weapon  or armor forged 
upon this anvil
           will be  immersed  into the realm of chaos, imbedding it with magical
properties. It
           is said that  the unpredictable nature of chaos  makes it difficult
to know what the
           outcome of this smithing will be...
Pepin    : If  you  had been looking  for information  on  the pestle of curing 
or  the silver
           chalice of purification,  I  could  have  assisted you, my friend. 
However, in this
           matter, you would be better served to speak to either Griswold or
Cain.
Adria    : There  are  many  aftifacts  within  the  labyrinth  that  hold 
powers  beyond  the
           comprehension  of mortals.  Some of these  hold  fantastic power that
can be used by
           either  the light  or  the darkness.  Securing the anvil from below 
could shift the
           course of the Sin War towards the light.
Odgen    : Don't you think that Griswold would be a better person to ask about
this? He's quite
           handy, you know.
Gillian  : Griswold's father  used to tell  some of use  when we were growing up
 about a giant
           anvil  that was used  to make mighty weapons.  He said that when a
hammer was struck
           upon this anvil, the ground would shake with a great fury. Whenever
the earth moves,
           I always remember that story.
Farnham  : Griswold can't sell his anvil. What will he do then? And I'd be angry
too if someone
           took my anvil!
Wirt     : If you were to find this artifact for Griswold,  it could put a
serious damper on my
           business here. Awwww, you'll never find it.

WARLORD OF BLOOD
Griswold : Dark and wicked legends  surrounds  the one Warlord of Blood.  Be
well prepared,  my
           friend, for he shows no mercy or quarter.
Cain     : I know of only one legend that speaks of such a warrior  as you
describe.  His story
           is found within the ancient chronicles of the Sin War... Stained by a
thousand years
           of war, blood and death, the Warlord of Blood stands upon a mountain
of his tattered
           victims.  His dark blade  screams a black curse to the living; a
tortured invitation
           to any  who whould stand  before  this executioner of hell.  It is
also written that
           although he was once a mortal  who fought beside the legion of
darkness  during  the
           Sin War, he lost his humanity to his insatiable hunger for blood.
Pepin    : Cain would be able to tell you much more about something like this
than I would ever
           wish to know.
Adria    : His prowess  with the blade  is  awesome,  and  he has lived  for
thousands of years
           knowing only warfare. I am sorry... I can not see if you will defeat
him.
Odgen    : I am afraid that I haven't heard anything about such a vicious
warrior, good master.
           I hope that you do not have to fight him, for he sounds extremely
dangerous.
Gillian  : If you are  to battle  such  a fierce opponent,  may  light  be your
guide  and your
           defender. I will keep you on my thoughts.
Farnham  : Always you gotta talk about blood? What about flowers, and sunshine,
and that pretty
           girl that brings the drinks. Listen here, friend - you're obsessive,
you know that?
Wirt     : I haven't ever dealt  with this warlord you speak of,  but he sounds
like he's going
           through a lot of swords. Wouldn't mind supplying his armies...

LACHDANAN
Griswold : If it is actually Lachdanan that you have met, then I would advise
that you aid him.
           I dealt with him  on several occasions  and  found him  to be  honest
 and  loyal in
           nature.  The curse that fell upon the followers of King Leoric would
fall especially
           hard upon him.
Cain     : You  claim  to have spoken  with Lachdanan?  He was  a great hero 
during  his life.
           Lachdanan  was an honorable  and  just man who served his king
faithfully for years.
           But of course,  you already know that.  Of those who were caught
within the grasp of
           the king's curse,  Lachdanan  would be  the least likely  to submit 
to the darkness
           without a fight,  so  I suppose that  your story  could  be true.  If
I were in your
           place, my friend, I would find a way to release him from his torture.
Pepin    : A golden elixir, you say. I have never concocted a potion of that
color before, so I
           can't tell you  how  it would effect you  if  you were to try  to
drink it.  As your
           healer,  I strongly advise that should you find such an elixir, do as
Lachdanan asks
           and do not try to use it.
Adria    : You may meet people who are trapped within the labyrinth, such as
Lachdanan. I sense
           in him honor and great guilt. Aid him, and you aid all of Tristram.
Odgen    : You speak  of a brave warrior  long dead!  I'll have  no such talk 
of speaking with
           departed souls in my inn yard, thank you very much.
Gillian  : I've never heard of a Lachdanan before.  I'm sorry,  but I don't
think that I can be
           of much help to you.
Farnham  : Lachdanan is dead.  Everybody knows that,  and you can't  fool me 
into thinking any
           other way. You can't talk to the dead. I know!
Wirt     : Wait, let me guess. Cain was swallowed up  in a gigantic fissure that
opened beneath
           him.  He was incinerated  in a ball of hellfire,  and  can't answer 
your  questions
           anymore.  Oh,  that isn't what happened?  Then I guess you'll be
buying something or
           you'll be on your way.

ARCHBISHOP LAZARUS
Griswold : I was there  when Lazarus  led us into the labyrinth.  He spoke of
holy retribution,
           but  when we started fighting  those hellspawn,  he did not so much
as lift his mace
           against them. He just ran deper into the dim, endless chambers that
were filled with
           the servants of darkness!
Cain     : You must hurry  and  rescue Albrecht  from the hands  of Lazarus. The
prince and the
           people of this kingdom are counting on you!
Pepin    : I was shocked when I heard of what the townspeople were planning to
do that night. I
           thought that  of all people,  Lazarus would have had more sense than
that. He was an
           archbishop, and always seemed to care so much for the townsfolk of
Tristram. So many
           were injured, I could not save them all...
Adria    : I did not know  this Lazarus  of whom you speak,  but  I do  sense  a
great comflict
           within his being.  He poses  a great danger,  and will stop at
nothing  to serve the
           powers of darkness which have claimed him as theirs.
Odgen    : Lazarus was the archbishop  who led many of the townspeople  into 
the labyrinth.  I
           lost many good friends that day, and Lazarus never returned. I
suppose he was killed
           along  with most of the others.  If you would do me a favor, good
master - please do
           not talk to Farnham about that day.
Gillian  : I remember Lazarus  as being a very kind  and  giving man.  He spoke
at  my mother's
           funeral,  and was supportive of my grandmother and myself in a very
troubled time. I
           pray every night that somehow, he is still alive and safe.
Farnham  : They stab,  then bite,  then they're  all around you.  Liar! Liar!
They're all dead!
           Dead! Do you hear me? They just keep falling and falling... their
blood spilling out
           all over the floor... all his fault...
Wirt     : Yes,  the righteous Lazarus,  who was  sooo  effective  against 
those monsters down
           there.  Didn't help save my leg, did it? Look, I'll give you a free
piece of advice.
           Ask Farnham, he was there.

DIABLO
Griswold : -
Cain     : Your story is  quite grim,  my friend.  Lazarus  will  surely  burn
in hell  for his
           horrific  deed.  The boy  that you describe  is not our prince,  but 
I believe that
           Albrecht may yet  be in danger.  The symbol of power that you speak
must be a portal
           in the very heart  of the labyrinth.  Know this,  my friend - the
evil that you move
           against  is the dark Lord of Terror. He is known to mortal men  as
Diablo. It was he
           who was imprisoned within the labyrinth  many centuries ago and I
fear that he seeks
           to once again sow chaos in the realm of mankind. You must venture
through the portal
           and destroy Diablo before it is too late!
Pepin    : -
Adria    : -
Odgen    : -
Gillian  : -
Farnham  : -
Wirt     : -

===============================================================================================
17.  H I N T S  A N D  T I P S
===============================================================================================

1.  If  you  have  a  magic item or unique item that decrease your spell levels
by 1 or 2 don't
    sell  it  or  throw  it  away  because it's a very useful item (specially
for the warrior).
    Here's  the  trick, when you wear those item your spell levels will decrease
by one and the
    magic  requirement also decrease,  so you can level up your spell, then 
put-off that item.
    Your spell level will increase.
    Example,  you  have  a  Charged Bolt on Level 2. If you want to read a
Charged Bolt Book it
    requires 36 magic. Put on that item and your Charged Bolt Level will
decrease 1. So now you
    have  a  Charged  Bolt  Level 1 and if you want to read the book it only
requires 30 magic.
    Read the book, and your  level will increase 1. Put off that item and your
Charged Bolt now
    on Level 3.

2.  The best way to kill a skeleton is using a 'Holy Bolt' spell.

3.  Every level-up, your character will gained 5 level-up points. Distribute it
wisely, because
    it will help your character through the 16 levels of Diablo. And remember
that you can't
    buy an Elixir of Vitality.

4.  Don't  forget  to repair your item, because when their durability reach
zero, the item will
    disappear.

5.  Pepin the Healer will give you a free healing every time you visit him.

6.  You  can  only  cast  one  Golem  at  a  time. If you cast another Golem,
both of them will
    destroyed.

7.  In Gharbad Quest, you will receive an item.  If you don't like that item, 
do this trick to
    get another item.  First  take the first item he give you.  Then load your
game.  With this
    trick you can get many various item.  If you have patience,  do this a lot
and sometimes he
    will give you a unique item.

8.  When you get a level up, go to your inventory and pick up an item, then put
it back down.
    Your damage will increase by one every time you get a level and do that.

===============================================================================================
18.  C R E D I T S
===============================================================================================

Joe Laib (laib@juno.com)
  For inspiring me to write the 'Spell description' section.

Marvin@Softcom.net
  For tip #8 in 'Hints and Tips' section.

===============================================================================================
19.  S P E C I A L  T H A N K S
===============================================================================================

1. GOD for everything
2. My family and my dogs
3. Game FAQS for publishing my faqs
4. Cheat Code Central for allowing me to use their GameShark Codes. Thanks Dave.
5. Blizzard Entertainment for making this GREAT game
6. My computer
7. You for reading my FAQ

===============================================================================================
20.  L I S T  O F  T H E  D A M N E D
===============================================================================================

This list now contain two suckers.  I still hope that this list isn't growing so
fast.

1. Today,  I went to a game-shop, and guess what? I found that  my Dino Crisis
walkthrough  has
   been published  without  my  permission.  That  sucker  only    translate my 
walkthrough in
   Indonesian  language  and  sell  it for Rp. 12.500,-.    That bastard 
translate it words by
   words.  ItTs title is GAME GUIDE Volume : 9.  And  it has this statement on
the back cover :
   LAnggota IKAPI 106/JBA/10-08-99L.  Some  of  my friends  told me that it was
made in Bandung
   by VEGA(the  same  store  that sell it).  The  previous  volume  of  that 
magazine  is also
   ripping  someone  else's  faq    (especially from GameFAQs)and translate it
into Indonesian.
   And I got some words for anyone that responsible for this :
   FUCK   YOU,  BASTARD.  I  SWEAR TO GOD  THAT IF I KNOW WHO YOU ARE, I WILL
TAKE CARE OF YOU.
   I'M  NOT  KIDDING. I  WILL  MAKE  YOU  PAY  FOR  YOUR  SINS.  So  if  you
happen  to read my
   walkthrough prepare to be scared. I mean  VERY SCARED (No,    donTt worry, I
wonTt take your
   pitiful soul from your brainless body,  I only make sure that you will 
suffer till the rest
   of your life).
   And  for  you,  dear readers, if you know anything,  anything about this
asshole    -person,
   please let me know about that. I will apreciate  any infos about this 
animal.  His address,
   telephone, faxs, or e-mail.  I will  greatly appreciate it.
   Ah,  hah.  Finally  I got  that  bastard's  e-mail  address :
vdirect@bdg.centrin.net.id. So
   please send all your curse words and condemn to that motherfucker.

2. This magazine  called  Game Station and also made in Bandung. Well, he
actually didn't stole
   my walkthrough,  but  he stole  my friend's walkthrough.  So  I think  this
bastard is worth
   enough  to enter my list.  OK,  here's  the stat : Game Station,  October
1999,  third week,
   volume 21,  Rp. 3.500,-.  It's address is on  Jl. Pungkur 155 Lt. 2, Bandung
40251. And, the
   best part is  I know its e-mail address : gameguys@bdg.centrin.net.id.  And
this magazine is
   also have some connection  to  VEGA  (the one that plagiarized my
walkthrough).  So,  if you
   concern about this plagiarism problem, you know where to send your e-mail.

3. Since  he said sorry  and tell me that  he mistyped  my name  for someone
else, I remove his
   name from this Damned List.

4. This is another smart-ass. In my Resident Evil 2 walkthrough, I forgot to put
Room 35 and 36
   in the map.  Then this guy mail me and said I forgot to put Room 36 in my map
but he doesn't
   tell me what game.  So I think  it was my Dino Crisis walkthrough  (since RE2
is an old game
   and I think only a few people still playing it now)  and I replied to him 
saying that there
   are Room 36 in my map. Then he replied like this :

   What i am trying to say is, well I'll just copy and paste what you wrote.
   "Now  enter  the Arms Storage  /  Weapon Storage  (use the Red Card Key  on
the cardreader).
   Open the locker.  You can take either the Machine Gun or the sidepack.  Exit.
Go to Room 36.
   Take the Film on the table.  On the North wall  of this room, there are 3
statues (from left
   to right) 11, 12, and 13."
   You see in the purple letters it says to go to room 36, on your map. How am I
going to go to
   room 36  if it isnt  on the map  for me to find.  Am I just supposed  to walk
around looking
   for the stupid room.  Well guess what that is what I did and your lucky I
found it!
   P.S. = Please put all of the info on the map that coresponds with walkthrough
next time!

   Take notice  that he said I'm lucky because he can found the room. Who the
hell did he think
   he is?  Dare to threat me. Then on his third mail he said  that  I can't 
read well.  That's
   it. I'm pissed-off.  Hey reader, who do you think can't read? I have told
everyone in my faq
   that  if you want to ask me  a question,  write down  the name of the games 
in  the subject
   field. So I guess he's the one that can't read, right?
   His e-mail address is : CMPanthers@aol.com

===============================================================================================
21.  I M P O R T A N T  N O T E
===============================================================================================

Hey,  faq-makers, you should read this section.  I just  receive an e-mail and
he  told me that
he has asking everybody  who made a walkthrough (including myself) and  I'm the 
ONLY  one that
answered.  Have you all forgot the manner that your father and mother  taught
you when you were
kids?  If someone asking for your help  and  you can help him,  then do so.  If 
you don't want
people to send you an e-mail then said so  on your faq.  Don't let people
disappointed.  I also
have the same experience.  I asked someone  and  he didn't answered me.  I don't
know if he's a
busy man or not,  but he didn't answered me. I'm very disappointed.  Just
because you have made
a great faq,  and a lot of people e-mail you,  it don't make you a great man. 
What makes you a
great man is your attitude.

And for myself, I guarantee that  I will answer  your questions, even if I can't
answer it. And
if  I haven't  answered your mail  within a week ,  please  mail me back,
because maybe I don't
read your faq, or something like that.

===============================================================================================
22.  A U T H O R ' S  N O T E
===============================================================================================

For those of you who  want to send  comments,  questions,  or  informations 
regarding this FAQ,
send them to : arunraya@centrin.net.id

Feel free to e-mail me about any mistakes or additions concerning this FAQ, but
don't forget to
mention "Diablo" in the "Subject" field.

If you read this FAQ not on these sites :
01) Game FAQs (http://www.gamefaqs.com/)
02) Console Gamer (http://www.console-gamer.com/)
03) Absolute Playstation International (http://www.absolute-playstation.com/)
04) Playstation Network (http://www.caratworld.com/psnetwork/)
05) Cheat Code Central (http://www.cheatcc.com/)
06) Video Games Strategies (http://www.vgstrategies.about.com/)
07) Planet Web (http://www.planetweb.purespace.de/)
08) Hype.Se (http://cheats.hype.se/)
09) Game Revolution (http://www.game-revolution.com/)
10) Game Core (http://www.videogamecore.com/)
11) Xcheater (http://www.xcheater.com/)
12) PhatGames (http://www.phatgames.com/)
13) Spoiler Centre (http://www.the-spoiler.com/)
14) The Cheat Empire (http://home.planetinternet.be/twuyts)
15) The PlayStation Pit (http://www.psxpit.com)
16) Survival Horror (http://survivalhorror.com/)
17) Games Blaster (http://www.gamesblaster.com/)
18) Gaming Addiction (http://www.games.prohosting.com/)
19) Diablo Page (http://www2.50megs.com/neo667/diablo.html)
20) Resident Evil Extreme (http://rextreme.evilgaming.net)
21) PsxGamer (http://www.psxgamer.com)
22) SuperCheats (http://www.supercheats.com)
23) All Anime (http://www.allanime.com)
24) Adrenaline Vault (http://www.avault.com/cheats)
Please tell me where you read it.  And if you know someone who has rip-off my
work, please tell
me his e-mail address and where you read it, we will take care the rest.

Thanks for reading my FAQ and please send in any comments, questions, or
informations!



This document copyright (c) 1999 - 2000 Stinger 3:16

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