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Submitted by System on 09/03/2006, 09:50. Print file.
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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.

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13.  M A G I C
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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.
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  the knowledge  of this spell  increases,  the rate  at which
Mana must be  consumed can be better controlled and the Wall of Fire can be made to burn longer.

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

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

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

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

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

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

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

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

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

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14.  S P E L L  D E S C R I P T I O N
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IDENTIFY
You can discover  the true nature  of any object  with this spell. But there are no books about this spell, only scrolls, so use it wisely.

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

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

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

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

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

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

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

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