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Diablo I Manual

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==The Initiate==
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==Tutorial==
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  {|align="right" style="clear:right;"
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''“He was skilful enough to have''<br />
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===Creating a Character===
There are three character archetypes, or “Classes,” for you to choose from in Diablo. Although the three Classes share common abilities, they have different strengths and weaknesses. In addition, each Class possesses a unique skill that is only usable by members of that class.
  ===The Interface===<div style="float:right; clear:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 11)</div>The game screen in Diablo is divided into two main sections, the Play Area and the Interface Bar. The Play Area displays the immediate environment around your character, including any other creatures or items that are within your character’s line of sight. You can zoom in on your character by pressing the '''Z''' key on the keyboard. Press '''Z''' again to return to normal view. {|align="right" style="clear:right;"
|<div style="text-align:center;">
''“Might and magic are spokes''<br/>
''on the same wheel…''
</div>
|}
 
 
===The Interface===
The game screen in Diablo is divided into two main sections, the Play Area and the Interface Bar. The Play Area displays the immediate environment around your character, including any other creatures or items that are within your character’s line of sight. You can zoom in on your character by pressing the '''Z''' key on the keyboard. Press '''Z''' again to return to normal view.
 
The Interface Bar provides you with quick information on your character, as well as buttons to access the various information screens.
To take a closer look at your character’s attributes, open up the Character Information screen. This can be done by leftclicking on the [CHAR] button, or pressing the C key on the keyboard. The Character Information screen displays the
following information about your character:
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white; clear:right;">(Page 12)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“Not even the sun can banish''<br>''the phantoms of our land.''<br>''Nevertheless, we huddle in the''<br>''darkness and pray for''<br>''dawn...”''</div>|}
: The character’s name and class
: Your character’s attributes, including any bonuses or penalties from magical items. Bonuses are displayed in blue, while attributes that are below normal are displayed in red. Statistics at their maximum are displayed in gold.
{|align="right"
|<div style="text-align:center;">
''“Not even the sun can banish''<br />
''the phantoms of our land.''<br />
''Nevertheless, we huddle in the''<br />
''darkness and pray for''<br />
''dawn...”''
</div>
|}
'''Strength''' represents how strong your character is, and adds to the damage that your character does in melee combat.
'''To Hit''' This is the relative chance that your character has to hit an unarmored opponent in combat.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 13)</div>
{|align="right" style="clear:right;"
|<div style="text-align:center;">
''“Honor and courage are a''<br/>''warrior’s right and left''<br/>
''hands…”''
</div>
'''Lightning''' Resistance to lightning will help protect you from electrical spells and attacks.
Once you have looked over your hero’s statistics, close the Character Information screen by clicking the [CHAR] button, or pressing ''C '' on the keyboard.  ===Inventory Screen===To see what equipment your character is currently carrying, you will want to examine your character’s inventory. To open the Inventory screen, either click the [INV] button, or press the I key on the keyboard. A silhouette of your hero will appear along with several boxes to represent wielded/worn equipment, as well as items stored in your backpack.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 14)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“The only future Peace has to<br />offer is War…”''</div>|} '''Head''' For wearing caps, helmets, crowns and the like. '''Torso''' This displays the overall armor that you are currently wearing. '''Right Hand''' Place any weapons that you wish to use in this spot. '''Left Hand''' This space is normally used for carrying a shield. If you are wielding a two-handed weapon, such as a great axe or a bow, this space will display a darkened version of the weapon to indicate that your left hand is also full. '''Amulet''' Various magical amulets may be found deep within the labyrinth under the church. Only one amulet may be worn at a time. '''Rings''' Magical rings can gift the wearer with many abilities. The nature of the these powerful enchantments, however, allows only one ring to be worn on each hand. '''Backpack''' The space below your character silhouette represents your backpack. Note that items of different sizes take up different amounts of space. It may be necessary to rearrange items in your inventory to make room for new treasure. Put your cursor over the club in your hero’s backpack. Notice that the club will highlight, and a description of it will appear in the Description Box at the bottom of the screen. Left-click on the club. Your cursor will be replaced by the picture of the club. Move the club over to another empty square in your backpack, and left-click again. You have now moved the club to another spot within your backpack. To drop the club from your inventory, left-click on it to select it and move the cursor over the Play Area. Left-click on the ground near your character and he will toss the club onto the ground. Move the cursor over the discarded club. It will be highlighted by a blue outline, and a brief description of it will appear in the Description Box. Left-click on the club to pick it up again. Note that if the Inventory screen is open, items will not automatically be placed in your backpack. Move the cursor over an empty space in your backpack and left-click to put away the club.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 15)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“I have seen the horrors that lie''<br />''beneath the earth. I have felt''<br />''the icy breath of darkness upon''<br />''my skin, and have been gripped''<br />''by the skeletal talons of death''<br />''itself. What prayer can ever''<br />''heal the bleedingmarks of''<br />''Terror’s embrace?”''</div>|} Items in your backpack such as scrolls and books can be used by right-clicking on them. If it is a potion or other non-targeted effect, the effects will take place immediately. If it is a spell or effect that requires a target, your cursor will be replaced by a targeting cursor. Put the targeting cursor over the item or area that you wish to affect and click the left mouse button. Close the Inventory screen by clicking on the [INV] button or pressing '''I''' on the keyboard. You can also close the inventory screen by pressing the spacebar on the keyboard. Pressing the spacebar automatically closes any screens that you have open.  ===The Belt===Small items, such as potions and scrolls, can be kept on your belt instead of in your backpack to make them easier to use. The Warrior starts out with two healing potions stored on his belt. The number in the lower right hand corner of the potion icon is the hotkey for that item. Pressing the '''1''' key on the keyboard, for example, will cause your character to drink the potion in the first spot on his belt. You can also use the items by right-clicking on them. When your character picks up a usable item that is small enough, he will automatically place it on his belt if there is room. You can also transfer items between your backpack and your belt by opening the Inventory screen, left-clicking on the item to be moved, and then left-clicking on the space that you want to move the item to.  ===Movement==={|align="right" style="clear:right;"|<div style="text-align:center;">''“A warrior’s true strength lies''<br />''not in the body, but in the''<br />''spirit…”''</div>|}Movement in Diablo is accomplished by placing the cursor over the area where you wish to walk and then holding down the left mouse button. Your character will automatically move towards that direction. Note that walls, monsters, or closed doors may prevent your character from being able to find a route to where you want him to go.  ===Interacting with Characters===Now it’s time to explore the town of Tristram and talk to one of the few remaining residents. Walk over to the fountain in the center of the town. Several people will be visible. Move your cursor over the large fellow standing off to the right. His name will appear in the Description Box. Denizens of the town or labyrinth may ask your character to perform tasks for them or offer advice on quests on which you are currently working. Some people may even have access to goods or magical artifacts that will aid you on your journey. To talk to Griswold, left-click on him. Your character will automatically walk to him and start a conversation.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 16)</div> Griswold is the blacksmith of Tristram and can provide your character with weapons and armor. Left-click on “Buy Basic Items”. A list of items that Griswold is selling will appear. You can left-click on the scroll bar or use the '''Arrow''' keys to scroll up and down the list. The item’s name, description and statistics will be listed, along with its price. Items that are in red are too powerful for your character to use; your hero may be too weak to wield the weapon, or too clumsy to utilize it properly. Left-click on “Back” or press '''Escape''' once to get back to the main conversation menu, and then left-click on “Leave the Shop” or press '''Escape''' again to end the conversation with Griswold.  ===The Quest Log===Continue to explore Tristram and talk to each of the people that you meet. Eventually, one of them will ask you to perform a task for them. You have just received your first quest. Quests are various missions that you may be asked to complete as you are investigating the evil that has been plaguing the land. To view a list of the quests that you are currently working towards, or to review the instructions that you have been given, take a look at the Quest Log. Click on the [QUEST] button on the Interface Bar, or press the '''Q''' key on the keyboard. All quests that your character is currently assigned will be displayed. Left-click on the quest name or press '''Enter''' to read the instructions again. Once you are done, close the Quest Log. This can be done by clicking on the [QUEST] button, pressing the '''Q''' key on the keyboard, or pressing the spacebar. Also, once you have a quest, you can ask everyone in town for information that could help you.  ===Saving/Loading the Game===Before you venture into the labyrinth, you’ll probably want to save your game. Bring up the Main Menu by pressing the [MENU] button or pressing the '''Escape''' key. From here, you can Save your game, Load a saved game, begin a New Game, Exit Diablo, or change the game Options. Click on “Save Game” to save your character’s status. Single player heroes have one saved game slot per character, so save wisely. Multi player heroes are saved automatically as they adventure throughout the town of Tristram and the labyrinth below.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 17)</div>  ===Game Options===If you wish, you can also adjust the game’s music or sound effects volume by choosing the Options selection. You can also adjust the brightness/darkness of the game by changing the Gamma setting. The farther you move the Gamma slider to the right, the lighter the game screen will become. You can exit the Menu by clicking on the [MENU] button or pressing the '''Escape''' key on the keyboard.  ===Entering the Dungeon===Now you are ready to begin your quest to destroy Diablo. Moving the cursor over the entrance to the church will reveal the way down into the labyrinth below. Left-click on the entrance and you will begin your descent. The labyrinth beneath the church provides a similar view to that of the town above, with one notable exception. As your character approaches walls and doorways, they will become slightly transparent, so that you don’t miss any items or creatures that may be hidden behind them. Only items and creatures that are within your character’s line of sight are visible.  ===Pausing the Game===There may be creatures near the entrance that will approach your hero. To pause the game, press the '''P''' key on the keyboard. The screen will turn red to indicate that the game play is stopped. Pressing the '''P''' key again will resume the game. Note that pausing the game is available only in single player games.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 18)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“I am not driven by hatred.''<br />''I am not driven by fear.''<br />''I am not driven by desire,''<br />''duty, or any rationale.''<br />''I can no longer feel any of''<br />''these.''<br />''All that remains is''<br />''Retribution;''<br />''Cold and hard and final…”''</div>|}  ===Interacting with the Environment===Movement in the labyrinth is the same as in the town. You can either click on the destination where you wish to walk, or you can hold down the left mouse button to walk in the indicated direction. Anything that you can interact with will become highlighted when you move the cursor over it. Creatures are highlighted in red, items that you can pick up are highlighted in blue, and dungeon features such as doors are highlighted in gold. Left-clicking on the selected item will cause your character to automatically move to and interact with the selected item.  ===Combat===Combat is handled in the same fashion as movement. To attack a creature, move the cursor over the target, which will highlight it. The name of the creature, and what your character knows about it, will be displayed in the Description Box. Left-click on the creature to attack it. If your character is not within range, he will automatically walk towards the creature to attack it. If you are using a bow, or are trying to stay behind cover such as a doorway, you can hold down the Shift key on the keyboard while attacking to prevent your character from moving. He will stand in the same spot and fire his bow or swing his weapon. Search the labyrinth until you find some creatures to fight. Don’t forget that if your health gets low, you can use a healing potion to restore some of your hit points.  ===The Automap===An Automap is available to help you navigate around the dungeon. To open the Automap, click on the [MAP] button on the Interface Bar, or press the '''Tab''' key on the keyboard. A map will be overlaid on top of the Play Area. Your character’s location and facing are indicated by an orange arrow in the center of the map. Doors and stairways are shown in yellow. You can use the '''Arrow''' keys on the keyboard to scroll around the map, and the + and - keys to zoom your view in and out. Game play does not stop while the Automap is displayed, so you can still move, attack, and be attacked by the denizens of the labyrinth.  To hide the Automap, either click the [MAP] button, or press the '''Tab''' key on the keyboard. You can also press the spacebar to hide any open screens, including the Automap.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 19)</div>  ===Gaining Experience and Levels===Continue to explore the labyrinth for a while. Try out different weapons that you find to determine which are the most effective against the creatures that you’re fighting. Don’t forget your healing potions, and, if things get too tough, you can always exit the dungeon and seek help in the town. Eventually, your character will gain enough experience to reach the next level. When this happens, your Life and Mana Orbs will be completely restored, and a button will appear in the playing area. Either click on the button or bring up the Character Information screen to gain the benefits of your new level. Each level that you advance gives you points to distribute among your attributes. Left-click on the [ + ] button to the right of an attribute to raise it. Also, your character’s effectiveness in combat and with most spells will increase automatically.  ===Using Skills and Spells===Once you have gained enough experience to reach level 2, head back to the entrance. Use the Automap to locate the stairway up if you’ve moved far away from it. Before you go back to the town, left-click on the [SPELLS] icon on the Interface Bar, or press the '''B''' key on the keyboard. This opens your Spellbook that holds a list of all the spells and skills that your character currently knows. Left-clicking on the numbered tabs along the bottom of the Spellbook allows you to flip through the pages in your Spellbook. Left-clicking on a spell or skill will prepare it, and the icon on the Interface Bar will change to indicate the prepared spell/skill. Prepare your Repair skill by left-clicking on the icon on the first page of your Spellbook. Click on the [SPELLS] button, or press the '''B''' key on the keyboard, to close the Spellbook. Move your cursor over the playing area and click the right mouse button. Your character will be surrounded by a magical aura, and your cursor will turn into an icon to represent the Repair skill. The Inventory screen will also automatically open. Move the cursor over a piece of equipment that you wish to Repair, and left-click on it. Most spells and skills are used in this way, though some spells will automatically target the area that you right-click, so you’ll need to experiment to see which technique to use for each spell. Also, right-clicking on the icon in your Spellbook will cast that spell.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 20)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“Gird thyself with the''<br />''weapons of knowledge and the''<br />''armor of wisdom.'' ''Victory is won as much''<br />''through strength of mind and''<br />''will as through brawn and''<br />''steel.”''</div>|}  ===The Speedbook and Spell Hotkeys===Another method that you can use to select the spell or skill that you wish to use is through the Speedbook. Click on the icon on the Interface Bar or press the '''S''' key on the keyboard to open the Speedbook. A row of icons indicating the spells and skills that your character is capable of using will appear in the Play Area, just above the Interface Bar. Skills are displayed in gold, memorized spells in blue, spells contained on scrolls are red, and spells available through a staff are orange. To change the spell/skill that you wish to have prepared, left-click on the icon that represents the one that you want. The Speedbook will close and that spell/skill will be readied for use. Once you have learned a few spells, or have found several magical items, it might be useful to set up spell hotkeys so that you do not have to use the Spellbook or Speedbook to change spells. Put the cursor over the Repair icon in your Speedbook. Press '''F5''' on the keyboard. The description of the skill will change to reflect the new hotkey. Pressing the '''F5''' key at any time will now prepare the Repair skill for use. Using the '''F5''' through '''F8''' keys, you can assign up to four spell hotkeys.  ===End of Tutorial===Feel free to continue adventuring with this warrior, or open the Main Menu (using the [MENU] button or '''Escape''') and select “New Game” to create a new hero. For more detailed information on the world of Diablo and the creatures and items contained within it, continue reading the manual.  ==Overview of Gameplay==<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 21)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“It is easy to go down into Hell;''<br />''night and day, the gates of''<br />''dark Death stand wide; but to''<br />''climb back again, to retrace''<br />''one’s steps to the upper air —''<br />''there’s the rub, the task. ”''</div><div style="text-align:right;">''— Virgil, The Aeneid''</div>|}===Movement===Left-click on the location that you want your character to walk to.  Continuous movement can be achieved by moving the cursor in the direction you wish to travel and holding down the left mouse button. Your character will continue to walk in that direction until the mouse button is released or a path is not available.  ===Combat===Place the cursor over the creature that you wish to attack. The creature’s name and any information that your character knows about that creature will appear in the Description Box. Unique creatures will have their name displayed in '''Gold'''. Left-click on the creature to attack it with the weapon currently wielded by your character. Holding down the Shift key while attacking will attack a location and prevent your character from moving.  ===Using Skills and Spells==={|align="right" style="clear:right;"|<div style="text-align:center;">''“Break the bones and the body''<br />''will heal.'' ''Break the spirit, and the body''<br />''will die…”''</div>|}Left-click the skill/spell that you wish to prepare by using the Spellbook or Speedbook. Right-click on the creature or area where you wish to cast the prepared spell. Spells or skills that affect an item in your character’s Inventory will turn the cursor into a targeting icon. Highlight the item that you wish to target with the cursor and left-click on it. Hotkeys can be assigned to frequently used spells by using the Speedbook. Open the Speedbook, and place the cursor over the spell that you wish to assign a hotkey to. Press '''F5-F8''' to assign that key to the spell, and close the Speedbook. Pressing the appropriate key will now prepare that spell.  ===Speedbook Color Key:===:Gold: Skill:Blue: Memorized Spell:Red: Scroll:Orange: Staff  ===Interacting with the Environment===Move the cursor over any item. A colored highlight indicates that the item can be manipulated or interacted with. :Blue: Item that can be picked up:Red: Creature:Gold: Anything else with which your character can interact Left-clicking on the highlighted item will cause your character towalk over to the item and pick it up, attack it, or otherwise interactwith it.<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 22)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“It is easier to stab someone in''<br />''the back than it is to look them''<br />''in the eyes.'' ''Society is built upon this''<br />''principle, and it is universal''<br />''amongst those who rule…”''</div>|}  ===Using Items===Moving the cursor over an item on the ground will display its name. Moving the cursor over an item in your character’s Inventory will display any other information that is known about the item. The color of the description indicates the nature of the item. :White: Normal item:Blue: Magic item:Gold: Unique item Any equipment that is tinted in '''Red''' is either unusable or too powerful for your character to use. Right-click an item in your character’s Inventory or Belt to use it. Ifthe item requires a target, the cursor will be replaced by a targetingicon. Move the cursor over the desired target and left-click. An item carried on your character’s belt has an automatic hotkeyassigned to it. The hotkey is displayed in the lower right hand cornerof the belt slot. Pressing the hotkey will use that item. Right-click on gold that your character is carrying to drop a specificamount.{|align="right" style="clear:right;"|<div style="text-align:center;">''“The burning tongues of Hell''<br />''lap at our heels as we run''<br />''screaming from its horrible,''<br />''gaping maw. There can be no''<br />''escape from the relentless beast''<br />''of Terror…”''</div>|}  ===Keyboard Commands===:'''F1''' Display Diablo Help:'''P''' Pause the Game:'''Escape''' Bring up the Main Menu:'''B''' Open the Spellbook:'''C''' View Character Information:'''I''' Examine Inventory:'''Q''' Read Quest Log:'''S''' Display the Speedbook:'''Z''' Zooms view in and out:'''Shift''' Hold down when attacking to prevent movement:'''Tab''' Display the Automap:'''+/-''' Zoom Automap In/Out:'''Arrow Keys''' Scroll Automap:'''1-8''' Use specific belt item:'''F5-F8''' Highlight spell in Speedbook and press F5-F8 to assign hotkey. Once hotkey is assigned, the key will prepare that specific spell:'''F9-F12''' Auto send messages (Multi player only) Enter Open message window/send message (Multi player only):'''Spacebar''' Closes all open windows  ==Multi Player Instrutions==<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 23)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“He who fights with monsters''<br />''might take care lest he thereby''<br />''become a monster.”''</div><div style="text-align:right;">''-Friedrich Nietzsche''</div>|}===Multi player Gaming===The forces of evil are powerful, but you don’t have to face them alone. Diablo will allow up to four players to journey into the labyrinth beneath Tristram as friend or foe. Multi player characters are separate from single player characters. A multi player character’s state is saved periodically during play, with experience and equipment being carried over from session to session. Therefore, the “Save” and “Load” options will not appear when the Diablo Menu is opened during a multi player game. ====The Multi player Interface Bar===={|align="right" style="clear:right;"|<div style="text-align:center;">''“Any Master of battle should''<br />''always take stock of his friends''<br />''as well as his enemies. Knowing''<br />''both can, in time, be''<br />''profitable.”''</div>|}The Interface Bar in multi player games has two additional buttons on it, the Message button and the Player Intent button. To send a message to other players in a multi player game, left-click on the Message button, or press Enter on the keyboard. The description box will display a prompt where you can type in your message. Click on the Message button or press '''Enter''' to send the message. From the message screen, you can toggle specific players on or off. This will allow you to send secret messages to only the players that you want. If you want to quickly send a frequently used message, the keys '''F9-F12''' are available as hotkeys to relay preset messages. The Player Intent button controls how your character interacts with other players in the game. Left-clicking on the Player Intent button toggles it between Aggressive and Peaceful. Choosing Aggressive means that your character will treat other players like any other creature in the dungeon, and will attack the player if you left click on them. For a cooperative game, you will want to select Peaceful. A Peaceful character will not attack other players if they are left-clicked on, and will not directly target them with harmful spells.<br />''Note: other players may still be hit by arrows and spell effects even if they are not specifically targeted. Use caution when fighting in close quarters.''<br /><br />
==Character Summary==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 28)</div>
===Character Level and Experience===
The most direct way to gain experience is to destroy the denizens of the labyrinth. The exact amount of experience gained by killing a creature is based on the relative Levels of the character and the creature. A seasoned Warrior does not gain any benefit from destroying a mere [[skeleton]], for he has faced far greater evils before.
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===Attributes===
'''Mana''' is an overall rating that determines how much Mana a character can safely channel when spellcasting. It is based on the character’s Class, Level, and Magic Attribute. A character that has exhausted his or her Mana is no longer able to cast learned spells. Scrolls and staves may still be used, as they draw their own power from the environment on their own. Special Mana potions are able to restore the hero’s spell casting abilities by refreshing the body and clearing the mind of the imbiber.
<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 29)</div>
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 29)</div>'''Life''' is how much physical harm the character can suffer before dying. The Life total is based on Class, Level, and Vitality. A Warrior, for instance, can take more physical punishment than a Sorcerer of the same Level and Vitality rating. Once Life reaches zero the character is dead. Potions and healing spells can rebuild the human body at an incredible rate, restoring precious Life points.
'''Life''' is how much physical harm the character can suffer before dying. The Life total is based on Class, Level, and Vitality. A Warrior, for instance, can take more physical punishment than a Sorcerer of the same Level and Vitality rating. Once Life reaches zero the character is dead. Potions and healing spells can rebuild the human body at an incredible rate, restoring precious Life points.
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===Combat Statistics===
'''Damage''' is the current range of damage that your character can inflict on a successful hit during combat. An opponent hit by the character will lose this much Life. The Damage rating is based on the [[weapon]] being wielded, the character’s Attributes, [[Level]], and any magical bonuses.
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===Resistances===
'''Lightning''' resistance defends against electrical attacks of all types, from lightning bolts to the powerful charges exuded by certain creatures.
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==Warrior==
==Items==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 36)</div>{|align="right" style="clear:right;"|<div style="text-align:center;">''“But he that hides a dark soul''<br />''and foul thoughts'' ''Benighted, walks under the''<br />''mid-day sun'' ''Himself is his own dungeon…”''</div><div style="text-align:right;">''-John Milton''</div>|}
As you explore the world of Diablo you will encounter many items that can aid you in your expeditions. Items can be
examined by picking them up and highlighting them in your inventory. A description of the item will appear in the
Many items require that your character meet certain Attribute minimums to be used effectively. A war maul, for instance, can only be used by extremely strong heroes. Very powerful scrolls and books can only be understood by those with the highest magical abilities. If your character does not meet the requirements to use an item, that item will appear in red when picked up or carried.
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===Durability===
Over time, [[weapons]] and [[armor]] wear down until they eventually break. Equipment found in the [[labyrinth]] is almost always worn by time and improper care. A [[gold]] [[silhouette]] of the worn equipment will appear in the corner of the Play Area when it is close to breaking. The silhouette will turn red just before the item is completely destroyed.
 
Warriors can perform quick repairs on their equipment, but this inevitably lowers the items’ quality over time. A good
[[blacksmith]] can repair equipment without lowering its long term effectiveness, for a price. Enchanted weapons and armor
must be repaired by using the same precious metals and [[gems]] that were used during its construction, and can be expensive to have repaired.
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===Weapons===
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Very few creatures in the labyrinth can be reasoned with, and only a fool or a very powerful sorcerer would dare enter the confines of the church without a sturdy weapon in hand. It is rumored that there are many enchanted weapons buried
beneath the church, remnants of the Horadrim’s war against the Three.
<br>
<br>
====Swords====
The sword is the epitome of the warrior’s weapon. Forged in fire and tempered to a fine edge, a good blade can cut through armor or a demon’s thick hide with equal ease. Some warrior clans of Khanduras go so far as to forsake any other weapon besides a sword, and abandon the use of a shield in favor of greatswords that stand the full height of a man.
<br>
<br>
====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.
<br>
<br>
====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.
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====Staves====
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The art of staff fighting has never gained much acceptance in Khanduras, but long ago the Brotherhood of Vizjerei discovered ways to use a simple wooden staff as a container for focused magical energy. The process of creating a spell staff is very time consuming, but even an apprentice Vizjerei can recharge a staff by channeling magical energy into it. Spell staves may be used to cast spells that the wielder does not yet know, and that do not require the expenditure of mana. The staff must be wielded in order to use the spell it contains.
 
Oddly enough, the act of infusing a staff with sorceries seems to grant the staff a will of its own. Only those skilled in the arts of magic can hope to control very powerful spell staves. It is also possible to find staves that have been further enchanted to make them more effective in combat or to grant other abilities to the wielder.
 
''To prepare a spell from a staff, use the Speedbook to ready the spell. Spells from staves will appear on an orange background. To cast the spell right-click on the spell’s target.''
<br>
<br>
====Bows====
Bows are excellent weapons for those who to prefer to strike at their foes from a distance. The greatest archers in the world are the Sisters of the Sightless Eye. They are trained in the use of every instrument of archery, from the short bows used by the Horsemen of the Kataan Steppes to the great war bows of the Northern Tribes. Even the most skilled of the Sisters, however, knows that a bow is no match for a sword or other weapon if the fighting should come to close quarters. ''Note:Holding down the Shift key while attacking with a bow will prevent your character from moving closer to his or her target.''<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 39)</div>
''Holding down the Shift key while attacking with a bow will prevent your character from moving closer to his or her target.''
<br>
<br>
===Armor===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 40)</div>
Good armor is essential if you wish to survive the attacks of the creatures lurking in the labyrinth. Even a simple leather jerkin or thick cloak can help to turn aside a weapon’s edge or a demon’s claws and prevent the wearer from being mortally wounded. There are three general classifications of armor.
<br>
<br>
====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.
<br>
<br>
====Medium Armor====
This category includes basic metal armor, such as chain mail and ring mail. In general, armors of this type provide good protection from physical attacks, but are heavy enough that only athletic characters can wear them comfortably.
<br>
<br>
====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.
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====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.
<br>
<br>
====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.
<br><br>
===Jewelry===
Precious [[gems]] and metals make excellent foci for magical enchantments. Although most of the knowledge of creating
such talismans has been either been long lost or is jealously guarded by the Eastern mage clans, [[rings]] and [[amulets]] of power may still be discovered. The primary drawback of enchanted jewelry is that multiple pieces seem to interfere with each other. For this reason, only one ring may be worn on each hand, and but one amulet may be worn about the neck. The greatest advantage of rings and amulets is that they are nearly impossible to strike in combat, and as such do not need to be repaired or maintained as armor does.
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===Potions===
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One form of magic that is still strong in the West is the brewing of elixirs that can have a variety of beneficial effects on the imbiber. By far the most common of these draughts are healing potions, which can instantly mend torn flesh and knit broken bone back together. Mana potions are infused with raw magical energy to restore the abilities of spell casters that have expended their power. The old church is sure to have a strong supply of both types of potions, as the clergy used them to care for the sick and wounded. Locals skilled in herbcraft may also be able to supply your character with potions, for the right price. It’s known that the greatest of the Horadrim alchemists created strange concoctions that permanently affected the drinker.
''To drink a potion, right-click on it when it is on your belt or in your backpack. You can also use the potion’s hotkey if it is on your character’s belt.''
<br><br>
===Scrolls===
''To cast a spell from a scroll, either right-click on a scroll that your character is carrying, or use the Speedbook to prepare the spell. Spells from scrolls will appear on a red background.''
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===Books===
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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…
''You can discover a book’s contents by left-clicking on it when your character discovers it. Books that contain spell formulas can be carried by your character to trade - or to study. Rightclicking on such books will increase your ability with a specific spell. No single book can teach your character all that there is to know about a spell, however. The more books that your character reads on a specific spell, the greater his or her ability with spell will become. Mastering a spell requires intimate knowledge of the ways of magic, This is reflected by an increasing magic requirement to memorize the spell.''
<br><br>
===Gold===
==Spells and Magic==
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 44)</div> 
===The Nature of Magic===
{|align="right" style="clear:right;"
|<span div style="text-align: center;">''“Either slain thou shalt gain''<br/>''heaven, or conquering thou''<br/>''shalt enjoy the earth.<br>'' ''Therefore arise, son of Kunti,''<br/>''unto battle, making a firm''<br/>''resolve.<br>'' ''Holding pleasure and pain''<br/>''alike, gain and loss, victory''<br/>''and defeat, then gird thyself for''<br/>''battle: thus thou shalt not get''<br/>''evil.”''</spandiv><p div style="text-align: right;">- The [http://en.wikipedia.org/wiki/Bhagavad_Gita Bhagavad Gita]</pdiv>|} Magic is an extremely powerful force, the manipulation of which is carefully studied, frequently learned, but it is never fully mastered. Enchantments exude an aura that can be sensed by many, but years of training are required to properly exploit the Mana that pervades our world.
Some scholars use natural manifestations to explain the workings of the universe. In a common archetype, the physical
The Forces of Order sought to preserve our reality by limiting the power of mortal man. As a consequence, only the strongest wills can harness more than the most basic of magical effects. Even then, much energy is lost in the transition of power between the two Realms. As a practitioner of the arcane arts grows more knowledgeable he is able to create these effects with greater efficiency, resulting in spells that are more potent, have more endurance and drain less Mana in their casting.
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====Firebolt====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 45)</div>
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.
<br>
<br>
====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.
<br>
<br>
====Wall of Fire====
Magical fire feeds upon no earthly source, 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
beyond that of a Firebolt or an Inferno. The 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 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.
<div style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>  ===Charged Bolt==={|align="right" style="clear:right;"|<div style="text-align:center;">''"When all magic fails, rely on''<br/>''three feet of steel and a strong''<br/>''arm..."''</div>|} 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.
====Charged Bolt====
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 46)</div>
{|align="right" style="clear:right; margin: 10px 0px 10px 10px;"
|<span style="text-align: center;">"When all magic fails,<br>rely on three feet of steel<br>and a strong arm..."</span>
|}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.
<br>
<br>
====Lightning====
The caster of this spell seeks to control the discharge of electrical energy by focusing it into a 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 of time while requiring less Mana to be used.
<br>
<br>
====Flash====
The Flash spell was created to fight the servants of Baal, whose minions prefer to surround their enemies and attack from all sides simultaneously. 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 a 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.
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====Holy Bolt====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 47)</div>
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.
<br>
<br>
====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.
<br>
<br>
====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 the 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.
<brdiv style="float:right; text-align:right; background-color:#1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)<br/div>  ===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. Scrolls 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. 
====Identify=Town Portal===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 48)</div>Any object imbued with magic exhibits an aura The Horadrim constructed numerous magical gateways between the mighty fortresses so that is easily noticedthey could quickly concentrate their defenses against any incursion by the Demons. To determine With but a thought, the exact nature Crusaders of this enchantment, however, requires intense study and an extensive knowledge of arcane materials and symbolsthe Light could transport themselves to predetermined destinations many leagues apart. While none have mastered Although the ability to memorize a spell secret of this magnitudecreating these gateways has been long lost, it is still possible to use the Vizjerei have developed a pathways that are already in place. A Portal opened by means for of this spell will always take the untrained caster to discover the secrets location of an ensorcelled object by using a rare crystal that is extremely sensitive the nearest gate and remain open long enough to magicalauras. This sensitivity makes it very fragile, however and bring the crystal will shatter if it is brought too close caster back to an enchanted itemhis point of origin. The very act Church of Identifying such an object also destroys Tristram is built upon the crystal. Scrolls and staves have been crafted that can be used to Identify magical auras. By using special inks and dyes that contain tiny grains remains of these crystalsa Horadrim monastery, the stability of the crystal is maintained until and it is used to examine the enchanted objectquite probable that a gateway lies nearby.<br><br>
====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.
<br>
<br>
====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 held 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 as 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 safelyopened from a distance. By exerting greater force, at a cost in fine control, creatures can also be pushed away from the caster.
<br>
<br>
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{|align="right" style="clear:right;"
|<span div style="text-align: center;">''“All things roll here: horrors of<br>midnights,''<br/>''campaigns of a lost year''<br/>''Dungeons disturbed, and<br>groves of lights;''<br/>''Echoing on these shores, still<br>clear,''<br/>''Dead ecstasies of questingknights-''<br/>knightsyet<br>''yet how the wind revives us<br>here!”''</spandiv><p div style="text-align: right;">''- [http://en.wikipedia.org/wiki/Arthur_Rimbaud Arthur Rimbaud]''</pdiv>|}Accurate reports on the nature of the horrors that lie below [[Tristram Cathedral|the church]] come to light more rarely than survivors. I have attempted to provide a base knowledge of what awaits you by searching through our vast libraries for historical and scientific tomes recounting the [[Horadrim]]'s epic war against [[the Three]].
The Minions of Darkness fall into three categories, and are divided according to their masters. Study these words well, for this knowledge may be all that keeps your immortal soul from being devoured by the denizens of the underworld.
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===Mephisto, the Lord of Hatred ''(Odium)''===
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 51)</div>
{|align="right" style="clear:right;"
|<span div style="text-align: center;">''“I am Yesterday, Today, and''<br/>''Tomorrow, and I have the''<br/>''power to be born a second time.''<br/>''I am the divine hidden Soul''<br/>''who created the gods and gives''<br/>''sepulchral meals to the denizens''<br/>''of the deep, the place of the''<br/>''dead, and heaven...Hail, lord''<br/>''of the shrine that stands in the''<br/>''center of the earth. He is I, and''<br/>''I am he!”''</spandiv><p div style="text-align: right;">''-Egyptian [http://en.wikipedia.org/wiki/Book_of_the_Dead Book of the Dead]''</pdiv>|}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.
<br>
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 never lacking 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.
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====Zombies, ''(Cibus Animatus)''====
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Worm-ridden and reeking of foul decay, [[Zombie]]s are formed from the corpses of men executed for committing 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.
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 [[Burning Hells|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 taskmasters, taking the anguish of their lost glory out upon the bodies of others.
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 53)</div>
 
<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 53)</div>
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 [[demon]]s 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.
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===Baal, Lord of Destruction ''(Excidium)''===
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{|align="right" style="clear:right;"
|<span div style="text-align: center;">''“O Rose thou art sick''<br/>''the invisible worm''<br/>''that flies in the night''<br/>''in the howling storm:''<br/>''has found out thy bed''<br/>''of crimson joy:''<br/>''and his dark secret love''<br/>''does thy life destroy.”''</spandiv><p div style="text-align: right;">''- [http://en.wikipedia.org/wiki/William_Blake William Blake]''</pdiv>|}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.
<br>
<br>
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.
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====Goat Men ''(Aries Vehemens)''====
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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 [[Goatmen|Goat Men]], each given a different gift from their [[Baal|Dark Master]]. It is believed that to earn their powers they once held mock wars in [[Burning Hells|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.
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.
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====Horned Demons ''(Impetum Cornuta)''====
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{|align="right" style="clear:right;"
|<div style="text-align:center;">''“Strange and strident. It''<br/>''shrilled terror to the ears that''<br/>''heard it through the hall’s side''<br/>''wall, the grisly plaint of God’s''<br/>''enemy, his song of ill success, the''<br/>''sobs of the damned one''<br/>''bewailing his pain.”''</centerdiv><p div style="text-align: right;">''-[http://en.wikipedia.org/wiki/Beowulf Beowulf]''</pdiv>|}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 Demons 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 [[melee|close quarters]] or with [[magic]].
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===Diablo, 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 nightmares lurk at the edges of mortal perception from the moment that you take your first breath - and they long to be with you when your take your last.
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====Winged Fiends ''(Alae Nefastus)''====
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Some people are so hungry for power and knowledge that they are willing to sacrifice their humanity to the [[Great Evils|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 [[sorcerer]]s created an entity that reflected his magical specialization. The creatures thus created were small, nimble and possessed an unnatural cunning.
====Scavengers ''(Maleficus Vorax)''====
Maleficus Vorax are the smallest of a related group of [[demon]]ic creatures that feed upon carrion, mostly the remains of victims killed by their larger cousins. Unlike most scavengers, however, they are extremely aggressive and will not hesitate to attack anyone hapless enough to encounter them. They have powerful legs which they use for 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.
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====The Hidden ''(Metus Occultus)''====
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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 realm|Physical]] and [[Ethereal realm|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 [[spell]]s and weapons.
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Eventually, a secretive order of mortal magi was gathered together by the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]]. These [[sorcerer]]s 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 clan|mage-clans]] of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstone]]s.  [[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate [[Aranoch|Eastern Sands]].
====The Reign of Diablo====
The [[Leoric|Black King]] lay dead, slain at the hands of his own [[Priest]]s and [[Knight]]s. 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 realized that their troubles had merely begun. Strange, eerie lights appeared in the darkened windows of the [[Tristram Cathedral|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…site…
Piercing his breast with a shard of the Soulstone, Tal Rasha took within himself the essence of Baal, the Lord of Destruction. The Initiate’s body was shackled, chained and buried deep within a tomb under the desert. The sacrifice of Tal Rasha has kept Baal imprisoned for many years now, and although the demon was imprisoned without the use a whole Soulstone, we believe that our victory may be a hollow one. Should Tal Rasha ever escape, he would have the formidable powers of Baal added to his own. By ridding the world of this present Evil, we may have created a nightmare worse than that which we first sought to contain...
 
==Credits==
==Gallery==<gallery widths="100px" perrow="6"> File:D1Manual_Warrior.png|WarriorFile:D1Manual_Rogue.png|RogueFile:D1Manual_Sorcerer.png|SorcererFile:D1Manual_Magic.png|Spells and MagicFile:D1Manual_Beastiary.png|BeastiaryFile:D1Manual_LibrariusExHoradrim.png|Librarius Ex HoradrimFile:D1Manual_MiscArt.png|IzualFile:D1Manual_Horadrim.png|HoradrimFile:D1Manual_Symbol.png|Symbol of the Order HoradrimFile:D1Manual_Leoric.png|Leoric's MadnessFile:D1Manual_Albrecht.png|Prince AlbrechtFile:D1Manual_Soulstone.png|Soulstone</gallery>  ==References== * [http://ftp.blizzard.com/pub/misc/Diablo.PDF Diablo Manual]  {{Book Lore navbox|relatedmanual}}
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