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==The greatest Initiate==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 3)</div> <center>'''The Initiate''' Which way is the right path, as I stand upon this chaotic crossroad of hate… How many ways are there to roam on this dark and damned road of Fate… “There are many ways, my son, to find where the souls of Demons remain… But it takes only one second of despair and of doubt until at last, your soul, they will gain… Inherit these heroes was [[Izual]]lands, these things, these dreams that are yours, forever, lieutenant to adore… For there is no life, in the depths of chaos, my son, for you to explore…”</center> <p style="text-align: right;">C. Vincent Metzen</p><br><br> ==Tutorial==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 10)</div>[[Archangel]Most content cut out] ===Character Information Screen===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 11)</div>{|align="right" style="clear:right;"|<center>“Might and magic are spokes<br>on the same wheel…<br>In lacking one you lack both…”</center>|}To take a closer look at your character’s attributes, open up the Character Information screen. This can be done by leftclicking on the [[Tyrael]CHAR] button, or pressing the C key on the keyboard. The Character Information screen displays thefollowing 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>The character’s name and class: The character’s current level and experience: How much experience the character needs to achieve the next level: How much gold your character currently possesses: 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. '''Strength''' represents how strong your character is, and adds to the damage that your character does in melee combat. '''Magic''' is your character’s innate ability to channel magic, either through memorized spells or enchanted items. '''Dexterity''' covers your character’s agility and nimbleness. Your chance of successfully striking an opponent in combat increases with your level and dexterity. '''Vitality''' is an indication of the overall health and fitness of your character. '''Life''' is the current physical state of your character. This indicates how much damage your character can take before dying. '''Mana''' is the magical energy that your character possesses, and is used to power spells. {|align="right" style="clear:right;"|<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...”</center>|}Your character’s attributes also affect the items that he or she can use. A character with low Strength, for instance, could not wield a Great Axe. The right column of the Character Information screen displays your hero’s current combat statistics, which are: '''Armor Class''' A measurement of how well protected your character is from physical harm. It is a total of the armorclasses of all the armor that your character is currently wearing, as well as any dexterity and magical bonuses.The higher your character’s armor class, the less likely you are to be hit in 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;"|<center>“Honor and courage are a<br>warrior’s right and left<br>hands…”|}'''Damage''' This is the range of damage that your character can inflict with the weapon that he or she is currently wielding. Your resistance to various types of magical effects are located below your character’s combat statistics. '''Magic''' This includes spells that summon pure magic to create their effect. '''Fire''' This will help shield you from the effects of fire based attacks and spells. '''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 button, or pressing C on the keyboard. ==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===As your character explores the world of Diablo and combats the evil that threatens to overrun the land, he or she gains “experience” and becomes more skilled. The character’s total experience determines his or her Level. A character’s Level provides a quick approximation of his/her overall effectiveness, but different characters of the same Level can have different strengths and weaknesses. Increasing a level gives your character additional points to spend on Attributes, as well as increasing effectiveness in combat, spell casting, and skill use. 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.<br><br> ===Attributes===Your character has several Attributes corresponding to abilities he or she will use during the game. Each character Class starts out with different starting values to represent training that they have already had. Each Class also has limits on how high some Attributes can be raised. Warriors, for instance, cannot normally raise their Magic rating as high as an experienced Sorcerer. While gaining experience is the surest path, there are known to be magical means to raise Attributes as well. The different Attributes, and the aspects that they represent, are as follow: '''Strength''' represents the raw physical power that the character possesses. Very strong characters are capable of using more powerful weapons and can wear heavy armor. A high Strength gives a bonus to the amount of damage done in close combat. '''Magic''' is a measure of the character’s ability to manipulate the forces of magic. It is a combination of intelligence, willpower, and innate magical aptitude. A high Magic rating is required to learn and control complex and powerful spells and staves. '''Dexterity''' rates the character’s general agility and accuracy. A character with low Dexterity has a very difficult time hitting opponents in combat. Dexterity is a very important Attribute for archers to develop. '''Vitality''' indicates the character’s overall physical fitness. Characters with high Vitality are very healthy, rarely become sick, and have a strong endurance. '''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> '''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 bearer healing spells can rebuild the human body at an incredible rate, restoring precious Life points.<br><br> ===Combat Statistics===A character’s effectiveness in combat is influenced by many factors, including the equipment that he or she is using, the Class of the Angelic Runeblade [[Azurewrath]]character, his or her Attributes, any enchantments that are in effect, etc. The Combat Statistics displayed on the Character Information screen represent the character’s current values, but do not include the effects of non-Identified magical items. He once led '''Armor Class''' is a fierce attack upon total of all the protection that your character is currently receiving from armor, talismans, shields, etc. A high armor class allows the character to resist the Hellforge effects of physical attacks, and may help against various magical effects as well. '''To Hit''' is a rough indication of the chance that your character has to successfully hit and damage a single unarmored opponent. It is a combination of many factors, and is strongly affected by the opponent’s armor and overall toughness. '''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.<br><br> ===Resistances===Magic is a fickle and unpredictable force, and every character and creature is able to resist the effects of spells. The chance of successfully avoiding the effects of a dangerous spell is primarily affected by Level, but outside factors may give the character a bonus. The Resistance ratings displayed in the Character Information screen display only bonuses granted from outside sources. '''Magic''' resistance protects the character from spells that expel raw magical energy, or spells that attempt to change or transform the character’s physical form. '''Fire''' resistance provides defense against fire spells of all types. It can also help to resist the attacks of creatures and weapons that use fire or heat to cause damage. '''Lightning''' resistance defends against electrical attacks of all types, from lightning bolts to the powerful charges exuded by certain creatures.<br><br> ==Warrior==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 31)</div>The Warriors of the lands of Khanduras are well trained in all of the weapons of war. Ranging from crusading paladins to unscrupulous mercenaries, Warriors can be found wherever there is conflict amongst their countrymen. Many of these adventuresome men joined with King Leoric's army and went to battle against the creation Northern kingdom of Westmarch. Asthe fires of war burned themselves out, these Warriors returned home to find their kingdom in shattered disarray. Dark rumors of the mysterious demise of King Leoric abound and the evil that lurks within his Cathedral has drawn many Warriors to Khanduras seeking fortune and glory. Though they were warned by the people of Tristram, a few of these brave souls have ventured into the chaotic labyrinth beneath the old church- never to be heard from again... Whether they are driven by valor, honor, madness or greed, new Warriors arrive in Tristram every day, ready to challenge the dark demonblade [[Shadowfang]] was nearing completionunknown that awaits them beneath the earth. The Warrior is the strongest and toughest of the three available Classes, and he excels in the art of close combat. His quest was primary weakness is that his extensive physical training has left little time to develop more than a rudimentary knowledge of magic. The extended periods of time that most Warriors spend away from their homes and civilization requires that they learn to repair their own weapons and armor, although their skill is no match for the talent of a true blacksmith.<br><br> ==Rogue==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 33)</div>The Sisters of the Sightless Eye are a loosely organized guild shrouded in mystery amongst the peoples of the West. These highly skilled archers employ ancient Eastern philosophies that develop an "inner-sight" that they use both incombat and to circumvent dangerous traps that they may encounter. Known only as wandering Rogues in the West, the Sisters conceal their secret affiliation by posing as simple travelers. Many pompous fools have made the mistake ofunderestimating these steel nerved women in combat and paid a terrible price for their vanity. The strange events transpiring in Khanduras have caught the attention of many of these Rogues. They have come from as far as the Eastern dunes to test their skills against the dark evil that is said to be lurking in Tristram. It isalso believed that untold riches wait to be discovered among the ruins of the Horadrim monastery. Although not as powerful in close combat as the Warrior, the Rogue is the undisputed master of the bow. A skilled Sister can send a stream of arrows at an opponent, each fired with a seemingly careless precision. The innate sixthsense that all Rogues seem to possess also allows them to sense trapped fixtures, and aids them in attempts to disarm these traps.<br><br> ==Sorcerer==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 35)</div>Although practitioners of the mystic arts are scarce within the often superstitious and religious lands of the West, many magi have made the pilgrimage from the Far East to see for themselves what horrors lie beneath the ruined Cathedral of Khanduras. The veiled Brotherhood of the Vizjerei, one of the eldest and most dominant mage-clans of the East, has sent many of its acolytes to observe the dark events unfolding in Khanduras first hand. The Vizjerei, known for their brightly colored turinash -or spirit-robeshave taken a keen interest in both gathering knowledge of demons and seeing them slain. The Vizjerei elders hope that their acolytes will learn the secrets of the dark evil that they sense growing in the West and can destroy it. The possibility of discovering long-lost tomes of magical knowledge within the confines of the labyrinth has also captured the interest of many wandering Sorcerers. Most magic in Khanduras is in the form of enchanted items and elixirs. The Eastern Sorcerers have developed a greater understanding of spellcasting than the other classes, and while a Vizjerei neonate knows only the simplest of spells to start, he can expect to rapidly grow in power as he discovers new incantations. All Sorcerers possess the ability to recharge spell staves by drawing power from their surroundings and channeling them through the staff.<br><br> ==Items==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 36)</div>As you explore the world of Diablo you will encounter many items that can aid you in your expeditions. Items can beexamined by picking them up and highlighting them in your inventory. A description of the item will appear in theDescription Box at the bottom of the Interface Bar. By using precious metals, magical gems, and eldritch symbols, many items can be magically enhanced. Any enchanted items that your character discovers will have their descriptions displayed in blue. While your character can sense the unnatural nature of the treasure by its appearance and magical aura, he or she will need to have it magically identified before these abilities make themselves known. Items which have their name and description displayed in gold are unique items and are treasures of legendary power.Although your character may recognize the artifact from stories and myths, he or she will still need to identify it to discover the truth behind its reputation. 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.<br><br> ===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 goodblacksmith can repair equipment without lowering its long term effectiveness, for a price. Enchanted weapons and armormust be repaired by using the same precious metals and gems that were used during its construction, and can be expensive to have repaired.<br><br> ===Weapons===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 37)</div>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 buriedbeneath 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 weaponcan 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.<br><br> ====Staves====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 38)</div>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.''<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.<br><br> ====Helmets====Even a simple leather cap can spell the difference between life and death, and it is a good idea to use the best helmetthat 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 wielder a means of defense and decoration. Your character will automatically attempt toblock 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 creatingsuch 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. ===Potions===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 41)</div>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===By carefully preparing special parchment with magical inks, a charge 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. ''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.''<br><br> ===Books===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 42)</div>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===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. ''To drop a specific number of coins, right-click on gold in your character’s inventory. Type in the amount of gold that you wish your character to drop, and press the Enter key.''<br><br> ==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;"|<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.”</center><p style="text-align: right;">- The Bhagavad Gita</p>|}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 physicalworld is likened to the sky while the ethereal realm of magic is set as the ocean. If we follow this line of thought, spells are much like the turbulence that occurs where the two interact with each other. During the Sin War, Demon and Angel alike wrought powerful magicks that threatened to tear the fabric of reality apart. The physical and magical realms began to blur and merge, which, in our archetype, would be the equivalent of a fierce hurricane. 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.<br><br> ====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 andcohesiveness of a single bolt, the caster conjures forth an individual, focused stream of flame. Although it dissipatesbeyond more than a few paces, with a greater understanding of the forces at work the stream of fire can not only beextended 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 ofconjured flames may cause normal matter to combust and burn on its own, the flames themselves will burn as long theyhave Mana to draw upon. By carefully controlling the flow of Mana to a magical fire, its life-span can be extended wellbeyond that of a Firebolt or an Inferno. The Horadrim were skilled enough to create torches that burn with an eternalflame, 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.<br><br> ====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;"|<center>“When all magic fails, rely onthree feet of steel and a strongarm…”</center>|}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 destined never 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 completethe 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.<br><br> ====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. [[Izual]] 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 overcome 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 tofight 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.<br><br> ====Identify====<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 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 magicalauras. 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 chaos the crystal is maintained until it is used to examine the enchanted object.<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 bringthe 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 andfine control, tragicallythe 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> ==Beastiary==<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 50)</div>{|align="right" style="clear:right;"|<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 questing<br>knightsyet<br>how the wind revives us<br>here!”</center><p style="text-align: right;">- Arthur Rimbaud</p>|}Accurate reports on the nature of the horrors that lie below 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. I have summarized the information that I discovered. Due to the length of time that has passed since most of the original accounts were written, and the uncertainty surrounding the present evil that plagues this land, I cannot guarantee the veracity of this information. I do, however, believe that this information is as accurate as possible under these trying circumstances. It is known that the Three Brothers often acted through personal servants. While I would not classify all of these servants as Demons, they do represent the most horrible aspects of their Masters. What follows is what has been documented concerning the creatures that were known to serve the Brothers during their reign of evil. It should be noted that in their battle against the Seraphim, the Brothers would constantly twist and change their servants to best resist the powers that they were facing. Two demons of the same physical shape may have dramatically different weaknesses, depending upon the whims of their Master. The specific species described herein were those most commonly encountered by the Horadrim. Take the greatest of care when journeying through the cursed lands. It is well known that the creatures of Darkness are a cowardly lot, and will attack using strength of numbers to their advantage whenever possible. I fear the knowledge contained herein is incomplete, at best, for there were no living witnesses of the most powerful horrors. If one of the Three has truly come free of his binding, he will call as many of these infernal servants to him as possible, as well as creating new and more powerful minions to command. Vischar Orous<br>Chief Librarian<br>Zharesh Covenant<br>Brotherhood of the Vizjerei The Minions of Darknessfall 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.<br><br> ===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;"|<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... His fate Hail, lord<br>of the shrine that stands in the<br>center of the earth. He is I, and<br>I am he!”</center><p style="text-align: right;">-Egyptian Book of the Dead</p>|}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 leavethem in eternal agony and rage.<br><br> ====Skeletons ''(Ossium Animatum)''====These are the skeletal remains of warriors who either died as testament soldiers in some dark campaign, or were betrayed by those they most trusted. Now animated by unnatural forces, these troops of the Damned forever seek new recruits to join their ranks. If our greatest fears do prove to be true, the fact skeletal warriors that Angels are rumored to haunt the town of Tristram might well be the corrupted remains of the valiant Horadrim monks laid to rest in the catacombs beneath the church. Only an incredibly potent evil could have disturbed the peaceful slumber of these eremites. Skeletons are usually found in places where the dead are laid to rest or at the sites of great battles. While physically fragile, they are 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 adangerous opponent.<br><br> ====Zombies, ''(Cibus Animatus)''====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 52)</div>Worm-ridden and reeking of foul decay, Zombies 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. Tenacious and possessing stamina of infernal origin, Zombies and their ilk make for a difficult encounter. Fortunately, these undead minions are lacking in both wit and mobility which can be used to great affect against them.<br><br> ====Overlords ''(Tyrannus Pinguis)''====Even the Seraphim are not immune to the corruption of the Dark Lords. One such angel, Inarius, was proud of his beauty and boasted loudly of his purity and worth. His thoughts became so clouded that he believed himself to be above both Angel and Demon, and he left the High Heavens to form his own dominion. He constructed a great cathedral of mirrored glass and crystal, and followers flocked to him, drawn by his numinous charm and wealth. Once Inarius had gathered a sizable army, he decided to prove his power. Inarius first laid siege to an infernal temple devoted to the worship of Mephisto, but made the foolish mistake of overestimating his prowess. The armies of Inarius laid waste to the temple and killed the dark monks that dwelled within. The Three Evils had considered the vain warrior a mere nuisance and amusement until this time, but this was an insult that they could not bear. Mephisto himself is said to have appeared at the cathedral of Inarius. He laid waste to the church and the surrounding countryside. The Lord of Hatred took the proud archangel and his followers captive. He bound Inarius with tremendous chains and slowly tore the wings from the back of the angel. Great barbed hooks were then used to stretch out the once glowing skin and his features were distorted by vile powers. Many of the followers of Inarius were given as gifts to Baal and Diablo, but the rest were molded to match the bloated image of the now crippled angel. To this day, Inarius is said to be trapped in Hell within a chamber of mirrors, his eyelids torn from his face as he is forced to gaze upon his misshapen form for all eternity. His misguided followers now serve as Hell’s 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> 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.<br><br> ====Magma Demons alike shall fearlessly enter ''(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 any domain the very heart of Mephisto’s fiery lair, a group of brave Seraphim warriors fronted an assault against the Lord of Hatred himself. One of these angelic soldiers made a bold attack and struck a fierce blow that caused the foul blood of Mephisto to rain upon the ground. Each drop that fell seared through the crust of Hell itself and formed powerful demons shaped from molten rock. These demons quickly rose to the aid of their master, and drove back the forces of Light by striking them with thrown masses of lava that seared both flesh and bone with the intensity of the Burning Hells. The losses dealt by these Magma Demons were tremendous.<br><br> ===Baal, Lord of Destruction ''(Excidium)''===<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 54)</div>{|align="right" style="clear:right;"|<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.”</center><p style="text-align: right;">- William Blake</p>|}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> ====Fallen Ones ''(Nanus Improbus)''====Swarms of these impish terrors have been known to come out of the night and tear apart a sleeping village in minutes. Small of stature and simian in appearance, these creatures possess surprising strength and unnatural agility. Other than killing, the only act which gives them pleasure is breeding, so long expect to encounter them in large packs. The small size of these devils does fill them with cowardice, however, and this fear can be used against them. They prefer to attack under the guise of darkness and in large numbers whenever possible. If they are shown great strength, preferably by killing one of their kind, they will retreat and regroup. Do not turn your back on them, though, for their appetite for destruction will eventually overcome their caution and they will attempt to strike again.<br><br> ====Goat Men ''(Aries Vehemens)''====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 55)</div>The lieutenants of Baal are bred for strength, endurance, and cunning. These demons constantly train themselves in the art of war, for battle is their bread and the blood of innocents, their water. There are several known “clans” of Goat Men, each given a different gift from their Dark Master. It is believed that to earn their powers they once held mock wars in Hell for the entertainment of the Three Brothers. Do not expect them to fight amongst themselves on the mortal realm, however, for they much prefer to slaughter the innocent. Like most of Baal’s spawn, the bestial Aries are incredibly strong and agile. Be especially wary of their archers, for they are renowned for the accuracy and power of their great bows. Fleet of foot, they may try to evade an unwary foe and then attack from a different angle.<br><br> ====Spitting Terrors ''(Bestia Acerbus)''====After an especially violent battle, Baal enjoyed celebrating with his Brothers by holding a disgusting feast of blood, human flesh, and other Hellish delights. The Bestia Acerbus are the descendants of doglike creatures that lived by feeding upon the remains of Baal’s nightmarish feasts. The variety of vile substances that the creatures consumed, along with their close proximity to the Lord of Destruction, twisted and warped the viscera of these Hounds of Hell. This diabolic species is capable of spitting up a variety of caustic fluids and projecting them a considerable distance. Packs of these terrors are especially devastating, as their hated enemies dwell bile has been known to eat through the strongest of armor and poison the most hearty men. Great care must be taken when withinthe 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.<br><br> ====Horned Demons ''(Impetum Cornuta)''====<div style="float:right; text-align: right; background-color: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 56)</div>{|align="right" style="clear:right;"|<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.”</center><p style="text-align: right;">-Beowulf</p>|}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 close quarters or with magic.<br><br> ===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.<br><br>
At first the corrupt sorcerers were overjoyed at the success of their experiment, but they soon began to notice that the Alae did not serve them as loyally as they had hoped. The creatures had taken to secretly feeding from the very essence of their masters, weakening them and eventually killing them. The sorcerers tried to destroy their creations, but the fiends banded together to combat them. The Winged Fiends had been secretly breeding outside of the sorcerer’s domains, and swarms of them attacked, killing their former masters. To this day, the descendants of these creations terrorize the countryside.
Do not underestimate these foul demons. They are physically weak, but posses great speed. Many of them possess unearthly abilities reflecting the powers of their creators and they also enjoy using their razor sharp claws and hooked wings to tear the flesh from the faces of their victims.
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====The Sin WarScavengers ''(Maleficus Vorax)''====The coming Maleficus Vorax are the smallest of a related group of demonic creatures that feed upon carrion, mostly the [[Great Conflict]] to the mortal realm is known as the [[Sin War]]remains of victims killed by their larger cousins. [[Angel]]s and [[Demon]]sUnlike most scavengers, disguising themselves while traveling amongst menhowever, attempted they are extremely aggressive and will not hesitate to secretly lure mortals attack anyone hapless enough to their respective causesencounter them. Over timeThey have powerful legs which they use for swift springing attacks, striking at vulnerable faces and throats. Their primary weakness is their voracious appetite; the forces smell of [[Darkness]] discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize Man death may drive them into submission. The Angels fought to defend humanity against this demonic oppression, but all too often a feeding frenzy where they will stop their austere methods and severe punishments succeeded only in alienating those whom they sought attacks to protectfeast upon remains that are nearby.<br><br>
====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 and Ethereal Realms where they remain unseen by mortal sight, they can quickly manifest and strike those that appear vulnerable. Metus Occultus and others of their ilk feed on the essence of fear. When wounded, they will seek to retreat back into the Ether to heal themselves. It is important to note that even while invisible the creature exists partially on the Physical Realm, and can be affected by spells and weapons.
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The act of transforming from flesh to stone allows the creature to heal any wounds that it has suffered, so it is best to either avoid these demons entirely or to hunt them down until they are dead. Do not allow them to flee, for they will soon return in full force.
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===OF HEAVEN AND HELL===
The battles of the Great Conflict rage across both time and space, often infringing upon the very fabric of reality itself. From the Crystal Arch at the very heart of the High Heavens to the arcane Hellforge of the Underworld, the
warriors of these eternal realms journey to wherever their timeless conflict carries them. The legendary deeds of the heroes of the realms beyond elicit both veneration and insight.
The greatest of these heroes was Izual, lieutenant to the Arch-Angel Tyrael and bearer of the Angelic Runeblade Azurewrath. He once led a fierce attack upon the Hellforge as the creation of the dark demonblade Shadowfang was nearing completion. His quest was to destroy both wielder and weapon - a charge that he was destined never to complete. Izual was overcome by the legions of chaos and, tragically, was lost to the Darkness. His fate stands as
testament to the fact that Angels and Demons alike shall fearlessly enter into any domain - so long as their hated enemies dwell within.
====The Sin War====
The coming of the Great Conflict to the mortal realm is known as the Sin War. Angels and Demons, disguising themselves while traveling amongst men, attempted to secretly lure mortals to their respective causes. Over time, the forces of Darkness discovered that mortals responded much more to brute force than to subtle coercion, and so began to terrorize Man into submission. The Angels fought to defend humanity against this demonic oppression, but all too often their austere methods and severe punishments succeeded only in alienating those whom they sought to protect.
The violent battles of the Sin War occurred often, but they were seldom witnessed by the prying eyes of Man. Only a few “enlightened” souls were aware of the supernatural beings that walked amongst the huddled masses of humanity. Powerful mortals arose and accepted the challenge of the Sin War, allying themselves with both sides in the Great Conflict. The legendary deeds of these great mortal warriors served to earn both the respect and hatred of the netherworlds. Although lesser demons kneeled before those possessing power and strength, they also cursed the very existence of mortal man. Many of these fiends believed that the deadlock brought about by the emergence of Man was a perverse offense to their “higher” role in the great scheme of things.
Bartuc, the brother of Horazon, was eventually lured to the side of Darkness. He was granted exceptional strength and longevity, and fought alongside the legions of Hell against the cursed Vizjerei, and eventually his own brother during the Sin War. Although Bartuc was renowned amongst the warriors of many realms, his dominance in battle came with a terrible price. An insatiable lust for mortal blood pervaded his every thought and deed. Bartuc soon became as fond of bathing in the blood of his enemies as he did of shedding it, and in time he came to be known only as the Warlord of Blood.
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<center>Duriel, the Lord of Pain
Belial, the Lord of Lies
Baal, the Lord of Destruction
Diablo, the Lord of Terror</center>
These are the Prime Evils of Hell that wielded their power as a dark, sovereign triumvirate. The Three Brothers ruled over the Lesser Four by brutal force and malicious cunning. Being the eldest and strongest of the Evils, the Three Brothers were responsible for countless victories against the armies of the Light. Although they never held sway over the High Heavens for long, the Three were justly feared by enemies and subjects alike.
With the ascension of Man and the subsequent standstill of the Great Conflict, the Three Brothers began to devote their energies to the perversion of mortal souls. The Three realized that Man was the key to victory in the war against Heaven, and thus altered their rigid agendum that they had propagated since the Beginning. This change caused many of the Lesser Evils to question the authority of the Three, and so brought about a great rift between the Prime
Evils and their servitors.
In their ignorance, the Lesser Evils began to believe that the Three were afraid to continue the war with Heaven. Frustrated by the cessation of the war, Azmodan and Belial saw the situation as their chance to overthrow the Prime
Evils and take control of Hell for themselves. The two demon lords made a pact with their minor brethren, assuring them that the wretched plague of humanity would not deter the ultimate victory of the sons of Hell. Azmodan and Belial
devised a plan to end the stalemate, achieve victory in the Sin War and ultimately ride the bloody crest of the Great Conflict straight into the very arms of Armageddon. Thus, a great revolution was set into motion as all of Hell went to
war against the Three Brothers…
The Brothers fought with all of the savagery of the Underworld, and to their credit, annihilated a third of Hell’s treacherous legions. In the end, however, they were overcome by the Horned Death led by the traitors Azmodan and Belial. The Prime Evils, weakened and bodiless, were banished to the mortal realm where Azmodan hoped that they would remain trapped forever. Azmodan believed that with the Three set loose upon humanity, the Angels would be forced to turn their focus upon on the mortal plane - thus leaving the Gates of Heaven abandoned and defenseless. Those few demons who still pledged allegiance to the Three Brothers fled the wrath of Azmodan and Belial, escaping to the realm of Man to seek out their lost Masters.
As the warfires died out upon the battlefields of Hell, Azmodan and Belial began to argue over which of them held the higher authority. The pact that they had made quickly fell to ashes as the two demon lords took up arms against each other. The legions of Hell that remained were polarized behind either warlord, launching themselves into a bloody civil war that has lasted to this day…
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====The Binding of the Three====
In the ancient days, before the rise of the Western Empires, the dark and terrible entities known as the Three Evils were exiled to the world of Man. These eternal entities wandered throughout the waking world and fed upon the lusts of men, leaving chaos and attrition in their wake. The Evils turned father against son and prompted many great nations into brutal and petty wars. Their Exile from Hell left them with an insatiable hunger to bring suffering and pain to all who would not kneel before them, and so the Three Brothers ravaged the lands of the Far East for countless centuries.
<div style===Book II "float:right; text-align: right; background- The Return of Terror=======The Lands of Khanduras====BOOK TWOcolor: #1A0303; padding:2px 4px 4px 4px; color:white;">(Page 66)</div>
The powers of Hatred and wanton Destruction seemed to diminish in the East as a nervous peace began to settle over the land. Yet, for many decades the Horadrim continued their grim search for the third Brother, Diablo. They knew that if the Lord of Terror was left untamed there could never be any lasting
peace within the realm of humanity.
The Horadrim followed in the wake of terror and anarchy that spread throughout the Western lands. After a great battle which claimed the lives of many brave souls, the Lord of Terror was captured and imprisoned within the last of the Soulstones by a group of Horadrim monks led by the Initiate Jered Cain. These monks carried the cursed stone to the land of Khanduras and buried it within a secluded cave near the river Talsande. Above this cave the Horadrim constructed a great Monastery from which they could continue to safeguard the Soulstone. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.
Generations passed in Khanduras, and the numbers of the Horadrim slowly dwindled. With no quests left to undertake, and too few sons to sustain their guardianship, the once powerful Order faded into obscurity. Eventually, the great Monastery that they had built fell to ruins as well. Although villages grew and thrived around the shell of the old Monastery, no one knew of the dark, secret passageways that stretched into the cold earth beneath it. None could have
dreamed of the burning red gem that pulsed within the labyrinth’s heart...
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===THE RETURN OF TERROR===
====The Lands of Khanduras====
Years after the last of the Horadrim had died, a great and prosperous society grew in the lands of the West. As time wore on, many Eastern pilgrims settled in the lands surrounding Khanduras and soon established small, self contained kingdoms. A few of these kingdoms bickered with Khanduras over holdings of property or routes of trade. These quabbles did little to upset the lasting peace of the West, and the great Northern kingdom of Westmarch proved to be a strong ally of Khanduras as the two lands steadily engaged in ventures of barter and commerce.
During this time, a bold, new religion of the Light known as Zakarum began to spread throughout the kingdom of Westmarch and into many of its northern principalities. Zakarum, founded in the Far East, implored followers to enter into the Light and forsake the darkness that lurked within their souls. The people of Westmarch adopted the statutes of Zakarum as their sacred mission in the world. Westmarch began to turn towards its neighbors, expecting them to embrace this “New Beginning” as well. Tensions rose between the kingdoms of Westmarch and Khanduras as the priests of Zakarum began to preach their foreign dogma whether they were welcomed or not.
It was then that the great northern lord Leoric came unto the lands of Khanduras and, in the name of Zakarum, declared himself King. Leoric was a deeply religious man and had brought many Knights and Priests with him that comprised his Order of the Light. Leoric and his trusted advisor, the Arch Bishop Lazarus, made their way to the city of Tristram. Leoric appropriated the ancient, decrepit Monastery on the outskirts of the town for his seat of power and renovated it to match its time-lost glory. Although the free people of Khanduras were not pleased with being placed under the sudden rule of a foreign King, Leoric served them with justice and might. Eventually, the people of Khanduras grew to respect the kind Leoric, sensing that he sought only to guide and protect them against the oppression of Darkness.
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Leoric’s madness was growing more obvious with each passing day. Sensing that the advisors of the court were becoming increasingly suspicious of foul treachery, Lazarus desperately sought to contain the eroding situation. The Arch-Bishop masterfully convinced the delusional Leoric that the kingdom of Westmarch was plotting against him, secretly planning to dethrone him and annex Khanduras into its own lands. Leoric flew into a rage and summoned his advisors to his side. Manipulated by the Arch-Bishop, the paranoid King declared a state of war between the kingdoms of Khanduras and Westmarch.
Leoric ignored the warnings and admonishments of his advisors and the royal army of Khanduras was ordered to the North to engage in a war that they did not believe in. Lachdanan was appointed by Lazarus to lead the armies of Khanduras into Westmarch. Although Lachdanan argued the against the necessity of the coming conflict, he was honor-bound to uphold the will of his King. Many of the high-priests and officials were forced to travel to the North as emissaries on errands of diplomatic urgency, as well. The desperate ploy of Lazarus had succeeded in sending many of the King’s
more ‘troublesome’ advisors to their certain deaths…
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====The demon relinquished his Darkening of Tristram====The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over Leoric, but the King's King’s battered soul was left corrupted and his mind crazed. Diablo began to search throughout [[Khanduras]] for As the perfect vessel Lord of Terror attempted to act as strengthen his focushold upon the maddened King, and he found such a soul easily within his reach. Enjoined by his dark master, [[Lazarus]] kidnapped [[Albrecht]] - that the only son lingering spirit of Leoric - and dragged fought with him still. Although the terrified youth down into control over Leoric that Diablo held was formidable, the blackness Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmerof the labyrinthhis will remained. Flooding the boy's defenseless mind with the essence of pure The demonlord sought a fresh and innocent host upon which to build his Terror, Diablo easily took possession of the young Albrecht.
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The body ancient catacombs of Albrechtthe Horadrim had become a twisted labyrinth of raw, fully possessed focused Terror. Empowered by DiabloDiablo’s possession of young Albrecht, began to distort and changethe creatures of the boy’s own imagination had gained corporeal form. The small boy So strong was the terror that grew and his eyes blazed as tendril-like spines ripped through his flesh. Greatinside of Albrecht, arched horns erupted from Albrecht's skull as Diablo altered that the form borders of the child Mortal realm began to match that of his demonic bodywarp and tear. Deep within The Burning Hell began to seep into the recesses world of Man and take root within the labyrinth, a growing power was being harnessed. When the moment was right, Diablo would venture once more into the mortal world Beings and free his captive Brothers [[Mephisto]] occurrences displaced by time and [[Baal]]. The [[Prime Evil]]s would be reunitedspace, and together they would reclaim their rightful place in Helllong lost to the history of Man were pulled screaming into the ever-expanding domain.
The body of Albrecht, fully possessed by Diablo, began to distort and change. The small boy grew and his eyes blazed as tendril-like spines ripped through his flesh. Great, arched horns erupted from Albrecht’s skull as Diablo altered the form of the child to match that of his demonic body. Deep within the recesses of the labyrinth, a growing power was
being harnessed. When the moment was right, Diablo would venture once more into the mortal world and free his captive Brothers Mephisto and Baal. The Prime Evils would be reunited, and together they would reclaim their rightful place in Hell.
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====The Fall of the Black King====
The war against the zealous armies of [[Westmarch]] ended with a horrible slaughter. With the army of [[Khanduras]] ripped to shreds by the superior numbers and defensive positions of Westmarch, [[Lachdanan]] quickly gathered together those who were not captured or killed and ordered a retreat back to the safety of Khanduras. They returned to find the town of [[Tristram]] in shambles.
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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 with him 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 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.
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 [[Tristram Cathedral|Monastery]], all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.<br><br>
====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 realized 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…
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The Arch-Bishop [[Lazarus]], frayed and disheveled, few who survived the horrible fate that awaited them returned from his absence to Tristram and assured the townsfolk that he too had been ravaged by the growing evil recounted what they could of the Monasteryordeal. With their desperate need for reassurance clouding their good judgmentTheir wounds were terrible, [[Lazarus]] whipped and even the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many skills of the men to follow him into the depths healer could not save some of the Monastery to search for the boythem. They gathered torches and soon As the night air glowed with the flickering light stories of hope. They armed themselves with shovelsdemons and devils spread, picks and scythes and so prepareda stifling, they boldly followed primal Terror began to consume the treacherous Arch-Bishop straight into hearts of all of the fiery maw town’s inhabitants. It was a Terror that none of Hell itselfthem had ever known...
==The Nature of the Soulstones==
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<center>'''by Jered Cain of the Horadrim'''</center>
The Soulstones effect only beings that are non-corporealand thus have no power over living, breathing creatures. When invoked, the Soulstones bring into being a strong “spiritual” vacuum. Any non-physical entities caught within this vacuum are drawn into the burning recesses of the Soulstone and are forever trapped within. These spirits are released only when the Soulstone is deactivated or destroyed.
The power of the Soulstones proved to be much more difficult to employ when used against the great Prime Evils. Voraciously disposed to possessing hapless mortals, the Three Brothers found that they were immune to the effects of the Stones while occupying human souls. Sadly, we were forced to hunt down and kill the innocent victims of the Prime Evils so that their demonic essences could be subject to the effects of the Soulstones.
Mephisto and Diablo, once found, were easily lured into the Soulstones. The capture of their brother Baal, however, became complicated when the Soulstone that was to be his eternal prison was shattered and fragmented. We found that while the shards still held the power to lure the demon to them, they could not properly contain it. Tal Rasha, a fellow Initiate who has been since immortalized in Horadrim lore, theorized that a mortal of strong will might be able
to contain Baal within his own mortal soul. This sacrifice meant that the essence of any mortal so chosen would be forever tortured while locked in eternal conflict with the enthralled demon. To this end, Tal Rasha volunteered to contain the raging Lord of Destruction.
==Credits==