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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.
================================================================================
13. 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.
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.
================================================================================
14. S P E L L D E S C R I P T I O N
================================================================================
IDENTIFY
You can discover the true nature of any object with this spell. But there are no books about this spell, only scrolls, so use it wisely.
FIREBOLT
A spell that will shots a bolt of fire into a single enemy. The damage it does is very little, but it can be very useful in your early adventure. Both books and scrolls are available.
CHARGED BOLT
This spell can be useful to kill enemy that attack you in groups since this spell will diverse while they chase their target. Both books and scrolls are available.
HOLY BOLT
Since only useful against an undead enemy this spell will do a lot of damage when it connect to its target. Don't use it against non-undead enemy because it will do no damage at all. Both books and scrolls are available.
HEALING
This spell will heal your character's hit points, but as your character's level grow up, the mana require to cast this spell also increase. Both books and scrolls are available.
HEAL OTHER
Unlike the Healing spell, this spell will heal your ally's hit points. Both books and scrolls are available.
INFERNO
This is a less useful spell because it can only attack an enemy near you.
Both books and scrolls are available.
RESURRECT
Useful to resurrect only your ally, so you cannot resurrect yourself. Only scrolls available.
INFRAVISION
Another not-so-useful spell which allow you to see all the enemies in the surrounding area, even enemies behind the wall or door. Only scrolls available.
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.
================================================================================
13. 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.
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.
================================================================================
14. S P E L L D E S C R I P T I O N
================================================================================
IDENTIFY
You can discover the true nature of any object with this spell. But there are no books about this spell, only scrolls, so use it wisely.
FIREBOLT
A spell that will shots a bolt of fire into a single enemy. The damage it does is very little, but it can be very useful in your early adventure. Both books and scrolls are available.
CHARGED BOLT
This spell can be useful to kill enemy that attack you in groups since this spell will diverse while they chase their target. Both books and scrolls are available.
HOLY BOLT
Since only useful against an undead enemy this spell will do a lot of damage when it connect to its target. Don't use it against non-undead enemy because it will do no damage at all. Both books and scrolls are available.
HEALING
This spell will heal your character's hit points, but as your character's level grow up, the mana require to cast this spell also increase. Both books and scrolls are available.
HEAL OTHER
Unlike the Healing spell, this spell will heal your ally's hit points. Both books and scrolls are available.
INFERNO
This is a less useful spell because it can only attack an enemy near you.
Both books and scrolls are available.
RESURRECT
Useful to resurrect only your ally, so you cannot resurrect yourself. Only scrolls available.
INFRAVISION
Another not-so-useful spell which allow you to see all the enemies in the surrounding area, even enemies behind the wall or door. Only scrolls available.
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