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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
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
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