<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Medievaldragon</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Medievaldragon"/>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/Special:Contributions/Medievaldragon"/>
		<updated>2026-09-30T01:52:50Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Identify&amp;diff=11011</id>
		<title>Identify</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Identify&amp;diff=11011"/>
				<updated>2009-02-13T14:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.diablowiki.net/Identify Redirect]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11010</id>
		<title>Scroll of Identify</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11010"/>
				<updated>2009-02-13T14:40:13Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: Redirecting to Identify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Identify]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11009</id>
		<title>Scroll of Identify</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11009"/>
				<updated>2009-02-13T14:39:48Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: Redirecting to Identify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Identify]]&lt;br /&gt;
&lt;br /&gt;
Scrolls of Identify are used on unidentified magically enchanted items, helping you decide whether to equip or sell them. Right-click on an Identify scroll to cast it. Your mouse cursor changes into a question mark. Move the cursor over the unidentified item and left-click. The magical properties of the item appear in its description.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Diablo II Game Manual&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11008</id>
		<title>Scroll of Identify</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Scroll_of_Identify&amp;diff=11008"/>
				<updated>2009-02-13T14:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrolls of Identify are used on unidentified magically enchanted items, helping you decide whether to equip or sell them. Right-click on an Identify scroll to cast it. Your mouse cursor changes into a question mark. Move the cursor over the unidentified item and left-click. The magical properties of the item appear in its description.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Diablo II Game Manual&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10695</id>
		<title>Baal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10695"/>
				<updated>2009-02-03T22:32:18Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Act Bosses}}|{{Monstertype}}|{{Demons}}|{{SuperUniques}}|{{AB}}}}'''Baal''' is a [[Demons|Demon]], a [[Superuniques|SuperUnique]], and an [[Act Bosses|Act Boss]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Tal Rasha and his men chased Baal for months from the lands of Kehjistan.  Tal Rasha presumed Baal was heading north toward Scosglen, but mysteriously the demon changed its path and took refuge within the desert city of Lut Gholein.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tal Rasha ordered his team to hold the attack and to patiently await for Baal to continue his escape. Three days later, Baal fled Lut Gholein heading to the north, as Tal Rasha had predicted.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A few miles into the desert, the adventurers caught up with Baal and attacked him. The demon unleashed the fury of his powers upon the men. The earth exploded under them and swallowed many men. Fire errupted from the broken earth burning everything and everyone on its path.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In a desperate attempt, Baal hurled a spell at Tal Rasha unsuccessfully. Unharmed, but at a price, Tal Rasha rose from the earth to find the soulstone Tyrael had given him, shattered into small shards.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The men pressed their attack and defeated Baal. Tal Rasha walked toward Baal's battered body and slashed his throat jamming the largest soulstone shard into his open wound. Baal's spirit was sucked into the shard, trapping the demon.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archangel Tyrael appeared before the men and led them toward seven ancient tombs deep in the desert. There the men were instructed to build a binding stone etched with runes of containment. They magically crafted unbreakable chains to secure the binding stone to the chamber's walls. Tal Rasha ordered to be chained and bound to the stone. To everyone's astonishment, Tyrael jammed the shattered soulstone into Tal Rasha's chest, allowing Baal's spirit to flood into his body as host. Forever chained in an eternal fight with the demon's spirit.&lt;br /&gt;
&lt;br /&gt;
[http://www.diablowiki.net/Lut_Gholein:_The_Binding_of_Destruction Lut Gholein: The Binding of Destruction]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Milennia later, Diablo arrived to the seven ancient tombs under the guise of the Dark Wanderer, possessing the body of the hero that sought to defeat him, and with Marius following him arrived to the vault holding Baal trapped in.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;My companion drew in the dank, cold air of the tomb. It seemed to...strengthen him. I stood in the doorway between light and dark, what was left of my sanity implored me not to enter. But that voice was just a whisper now. As we worked our way down deeper and deeper into the crypt, I began to see a change in my companion. He seemed to be gaining strength. I could hardly see in the gloom, but my companion seemed to know the way. We came at last to a great hall.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(The Dark Wanderer screamed like an unholy creature from beyond this world. His face skin shifted oddly, as if transforming.)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;It was then I realized my companion hadn't been gaining strength. He had been losing what was left of his humanity. He moved at demonic speed, and then ... and then you appeared.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Before the Dark Wanderer could reach the soulstone on Tal Rasha's chest, Tyrael held his hand with his long wings and engaged in combat, plunging into the abyss below.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Stop! The beast contained herein shall not be set free. Not even by you.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Baal''': &amp;quot;Look, what have been done to me! Release me! Help me! Hurry, please, hurry!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baal lured Marius with a facade image, asking for help. Marius could only see a poor man bounded by chains, impaled by an object on the chest. Tyrael's gaze turned around toward Marius.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;NO !!! Don't do it!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Marius grabbed the shattered soulstone shard and pulled it free from Tal Rasha's body.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the blink of an eye, Tyrael released the Dark Wanderer and held Marius high above the ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Fool, you have just insured the doom of this world. You cannot even begin to imagine what you set in motion this day. Go to the Temple of Light, in the eastern city of Kurast. There you will find the gate to Hell open before you. You must find the courage to step through that gate, Marius. Take the stone you hold to the Hellforge where it will be destroyed. Now run !!! Take the stone and run!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From behind, Baal wrapped his tentacles around Tyrael's arm, letting his grasp on the Azureblade set loose.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;What choice did I have? I ran.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Reference: Diablo II, Mephisto's Jungle Act III Cinematic'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Type==&lt;br /&gt;
[[Image:Mon-baal-names.jpg|thumb|200px|left|Baal above the Vile Effigy.]]Baal is the last monster in the game, and the act boss of [[Act Five]]. He must be defeated to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the [[Secret Cow Level]] on that difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Baal is one of the three [[Prime Evil]]s, and the last one a character faces in the game, after already defeating [[Mephisto]] and [[Diablo]].&lt;br /&gt;
* A much upgraded version of Baal, [[Uber Baal]] is encountered during the climactic fight of the [[Pandemonium Event]], a realm-only quest to challenge the highest level players added in v1.11.&lt;br /&gt;
&lt;br /&gt;
Baal can be discerned from his [[Vile Effigy]] duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured above in this image, the &amp;quot;B&amp;quot; of Baal is slightly offset to the left from the &amp;quot;D&amp;quot; of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal's hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.&lt;br /&gt;
&lt;br /&gt;
Baal has a fierce [[melee]] attack, and can also cast a wide variety of powerful spells:&lt;br /&gt;
* '''Defense Curse.''' This spell substantially lowers the defense of Baal's enemies.&lt;br /&gt;
* '''Blood Mana. '''Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.&lt;br /&gt;
* '''Incineration Nova.''' A nova of fireballs.&lt;br /&gt;
* '''Hoarfrost.''' This icy wedge chills, damages, and knocks back all targets.&lt;br /&gt;
* '''Mana Rift'''. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character's mana.&lt;br /&gt;
* '''Festering Appendage.''' Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage (see [[Festering Appendages|their stats here]]), but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.&lt;br /&gt;
* '''Vile Effigy'''. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.&lt;br /&gt;
&lt;br /&gt;
Stats are displayed by difficult level: '''[[Normal]] / [[Nightmare]] / [[Hell]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 75 / 99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;216,828 / 1,619,522 / 4,536,276&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;26484 / 117,596 / 493,701&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 42/Io, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Baal's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack 1&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Melee Attack 2&lt;br /&gt;
! Attack Rating 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical+Fire:'''&amp;lt;br /&amp;gt; 39-66 + 0&amp;lt;br /&amp;gt; 73-109 + 61-91&amp;lt;br /&amp;gt; 166-210 + 133-222&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 1603&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 50-100&amp;lt;br /&amp;gt; 82-146&amp;lt;br /&amp;gt; 183-266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 2402&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Attacks===&lt;br /&gt;
Baal uses a variety of spells to supplement his melee strikes.&lt;br /&gt;
&lt;br /&gt;
* Baal can cast two curses.&lt;br /&gt;
** '''Defense Curse''' is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.&lt;br /&gt;
** '''Blood Mana''' is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it's quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.&lt;br /&gt;
* '''Teleport:''' Baal can teleport (does not regain health)&lt;br /&gt;
* '''Vile Effigy: '''Baal creates a double of himself. The double exactly duplicates all of Baal's abilities, but has just 1/2 of Baal's hit points at the time the Vile Effigy is created. (The Vile Effigy [[:Image:Mon-baal-names.jpg|can be discerned]] from Baal.) The effigy's hit points bar looks the same as Baal's when it first appers, but will drop much more quickly as it takes damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Incineration Nova&lt;br /&gt;
! Hoarfrost&lt;br /&gt;
! Mana Rift&lt;br /&gt;
! Defense Curse&lt;br /&gt;
! Blood Mana&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Fireball Nova:'''&amp;lt;br /&amp;gt; 50-75 / 122-147 / 218-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold &amp;amp; knockback:'''&amp;lt;br /&amp;gt; 20-40 (8s)&amp;lt;br /&amp;gt; 47-67 (14s)&amp;lt;br /&amp;gt; 83-102 (22s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Damage + 50% mana drain:'''&amp;lt;br /&amp;gt; 8-12 / 26-30 / 50-54&amp;lt;br /&amp;gt; Can hit 1-3 times.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Lowers defense by:'''&amp;lt;br /&amp;gt; -60% / -75% / -95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spells drain from mana '''and''' hit points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Like the other act bosses, Baal does not regenerates hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;208 / 1176 / 2534&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40% / 45% / 55%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 50 / 20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;15 / 15 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Baal does not have any immunities on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 0%&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| '''Act 5:''' The Worldstone Chamber. Reached through the portal on the dais at the end of the [[Throne of Destruction]] level.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10694</id>
		<title>Baal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10694"/>
				<updated>2009-02-03T22:28:13Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Act Bosses}}|{{Monstertype}}|{{Demons}}|{{SuperUniques}}|{{AB}}}}'''Baal''' is a [[Demons|Demon]], a [[Superuniques|SuperUnique]], and an [[Act Bosses|Act Boss]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Tal Rasha and his men chased Baal for months from the lands of Kehjistan.  Tal Rasha presumed Baal was heading north toward Scosglen, but mysteriously the demon changed its path and took refuge within the desert city of Lut Gholein.&lt;br /&gt;
&lt;br /&gt;
Tal Rasha ordered his team to hold the attack and to patiently await for Baal to continue his escape. Three days later, Baal fled Lut Gholein heading to the north, as Tal Rasha had predicted.&lt;br /&gt;
&lt;br /&gt;
A few miles into the desert, the adventurers caught up with Baal and attacked him. The demon unleashed the fury of his powers upon the men. The earth exploded under them and swallowed many men. Fire errupted from the broken earth burning everything and everyone on its path.&lt;br /&gt;
&lt;br /&gt;
In a desperate attempt, Baal hurled a spell at Tal Rasha unsuccessfully. Unharmed, but at a price, Tal Rasha rose from the earth to find the soulstone Tyrael had given him, shattered into small shards.&lt;br /&gt;
&lt;br /&gt;
The men pressed their attack and defeated Baal. Tal Rasha walked toward Baal's battered body and slashed his throat jamming the largest soulstone shard into his open wound. Baal's spirit was sucked into the shard, trapping the demon.&lt;br /&gt;
&lt;br /&gt;
Archangel Tyrael appeared before the men and led them toward seven ancient tombs deep in the desert. There the men were instructed to build a binding stone etched with runes of containment. They magically crafted unbreakable chains to secure the binding stone to the chamber's walls. Tal Rasha ordered to be chained and bound to the stone. To everyone's astonishment, Tyrael jammed the shattered soulstone into Tal Rasha's chest, allowing Baal's spirit to flood into his body as host. Forever chained in an eternal fight with the demon's spirit.&lt;br /&gt;
&lt;br /&gt;
[http://www.diablowiki.net/Lut_Gholein:_The_Binding_of_Destruction Lut Gholein: The Binding of Destruction]&lt;br /&gt;
&lt;br /&gt;
Milennia later, Diablo arrived to the seven ancient tombs under the guise of the Dark Wanderer, possessing the body of the hero that sought to defeat him, and with Marius following him arrived to the vault holding Baal trapped in.&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;My companion drew in the dank, cold air of the tomb. It seemed to...strengthen him. I stood in the doorway between light and dark, what was left of my sanity implored me not to enter. But that voice was just a whisper now. As we worked our way down deeper and deeper into the crypt, I began to see a change in my companion. He seemed to be gaining strength. I could hardly see in the gloom, but my companion seemed to know the way. We came at last to a great hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(The Dark Wanderer screamed like an unholy creature from beyond this world. His face skin shifted oddly, as if transforming.)&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;It was then I realized my companion hadn't been gaining strength. He had been losing what was left of his humanity. He moved at demonic speed, and then ... and then you appeared.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before the Dark Wanderer could reach the soulstone on Tal Rasha's chest, Tyrael held his hand with his long wings and engaged in combat, plunging into the abyss below.&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Stop! The beast contained herein shall not be set free. Not even by you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Baal''': &amp;quot;Look, what have been done to me! Release me! Help me! Hurry, please, hurry!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Baal lured Marius with a facade image, asking for help. Marius could only see a poor man bounded by chains, impaled by an object on the chest. Tyrael's gaze turned around toward Marius.&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;NO !!! Don't do it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marius grabbed the shattered soulstone shard and pulled it free from Tal Rasha's body.&lt;br /&gt;
&lt;br /&gt;
In the blink of an eye, Tyrael released the Dark Wanderer and held Marius high above the ground.&lt;br /&gt;
&lt;br /&gt;
'''Tyrael''': &amp;quot;Fool, you have just insured the doom of this world. You cannot even begin to imagine what you set in motion this day. Go to the Temple of Light, in the eastern city of Kurast. There you will find the gate to Hell open before you. You must find the courage to step through that gate, Marius. Take the stone you hold to the Hellforge where it will be destroyed. Now run !!! Take the stone and run!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
From behind, Baal wrapped his tentacles around Tyrael's arm, letting his grasp on the Azureblade set loose.&lt;br /&gt;
&lt;br /&gt;
'''Marius''': &amp;quot;What choice did I have? I ran.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Type==&lt;br /&gt;
[[Image:Mon-baal-names.jpg|thumb|200px|left|Baal above the Vile Effigy.]]Baal is the last monster in the game, and the act boss of [[Act Five]]. He must be defeated to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the [[Secret Cow Level]] on that difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Baal is one of the three [[Prime Evil]]s, and the last one a character faces in the game, after already defeating [[Mephisto]] and [[Diablo]].&lt;br /&gt;
* A much upgraded version of Baal, [[Uber Baal]] is encountered during the climactic fight of the [[Pandemonium Event]], a realm-only quest to challenge the highest level players added in v1.11.&lt;br /&gt;
&lt;br /&gt;
Baal can be discerned from his [[Vile Effigy]] duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured above in this image, the &amp;quot;B&amp;quot; of Baal is slightly offset to the left from the &amp;quot;D&amp;quot; of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal's hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.&lt;br /&gt;
&lt;br /&gt;
Baal has a fierce [[melee]] attack, and can also cast a wide variety of powerful spells:&lt;br /&gt;
* '''Defense Curse.''' This spell substantially lowers the defense of Baal's enemies.&lt;br /&gt;
* '''Blood Mana. '''Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.&lt;br /&gt;
* '''Incineration Nova.''' A nova of fireballs.&lt;br /&gt;
* '''Hoarfrost.''' This icy wedge chills, damages, and knocks back all targets.&lt;br /&gt;
* '''Mana Rift'''. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character's mana.&lt;br /&gt;
* '''Festering Appendage.''' Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage (see [[Festering Appendages|their stats here]]), but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.&lt;br /&gt;
* '''Vile Effigy'''. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.&lt;br /&gt;
&lt;br /&gt;
Stats are displayed by difficult level: '''[[Normal]] / [[Nightmare]] / [[Hell]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 75 / 99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;216,828 / 1,619,522 / 4,536,276&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;26484 / 117,596 / 493,701&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 42/Io, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Baal's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack 1&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Melee Attack 2&lt;br /&gt;
! Attack Rating 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical+Fire:'''&amp;lt;br /&amp;gt; 39-66 + 0&amp;lt;br /&amp;gt; 73-109 + 61-91&amp;lt;br /&amp;gt; 166-210 + 133-222&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 1603&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 50-100&amp;lt;br /&amp;gt; 82-146&amp;lt;br /&amp;gt; 183-266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 2402&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Attacks===&lt;br /&gt;
Baal uses a variety of spells to supplement his melee strikes.&lt;br /&gt;
&lt;br /&gt;
* Baal can cast two curses.&lt;br /&gt;
** '''Defense Curse''' is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.&lt;br /&gt;
** '''Blood Mana''' is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it's quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.&lt;br /&gt;
* '''Teleport:''' Baal can teleport (does not regain health)&lt;br /&gt;
* '''Vile Effigy: '''Baal creates a double of himself. The double exactly duplicates all of Baal's abilities, but has just 1/2 of Baal's hit points at the time the Vile Effigy is created. (The Vile Effigy [[:Image:Mon-baal-names.jpg|can be discerned]] from Baal.) The effigy's hit points bar looks the same as Baal's when it first appers, but will drop much more quickly as it takes damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Incineration Nova&lt;br /&gt;
! Hoarfrost&lt;br /&gt;
! Mana Rift&lt;br /&gt;
! Defense Curse&lt;br /&gt;
! Blood Mana&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Fireball Nova:'''&amp;lt;br /&amp;gt; 50-75 / 122-147 / 218-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold &amp;amp; knockback:'''&amp;lt;br /&amp;gt; 20-40 (8s)&amp;lt;br /&amp;gt; 47-67 (14s)&amp;lt;br /&amp;gt; 83-102 (22s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Damage + 50% mana drain:'''&amp;lt;br /&amp;gt; 8-12 / 26-30 / 50-54&amp;lt;br /&amp;gt; Can hit 1-3 times.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Lowers defense by:'''&amp;lt;br /&amp;gt; -60% / -75% / -95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spells drain from mana '''and''' hit points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Like the other act bosses, Baal does not regenerates hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;208 / 1176 / 2534&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40% / 45% / 55%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 50 / 20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;15 / 15 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Baal does not have any immunities on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 0%&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| '''Act 5:''' The Worldstone Chamber. Reached through the portal on the dais at the end of the [[Throne of Destruction]] level.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10693</id>
		<title>Baal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10693"/>
				<updated>2009-02-03T19:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Act Bosses}}|{{Monstertype}}|{{Demons}}|{{SuperUniques}}|{{AB}}}}'''Baal''' is a [[Demons|Demon]], a [[Superuniques|SuperUnique]], and an [[Act Bosses|Act Boss]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Tal Rasha and his men chased Baal for months from the lands of Kehjistan.  Tal Rasha presumed Baal was heading north toward Scosglen, but mysteriously the demon changed its path and took refuge within the desert city of Lut Gholein.&lt;br /&gt;
&lt;br /&gt;
Tal Rasha ordered his team to hold the attack and to patiently await for Baal to continue his escape. Three days later, Baal fled Lut Gholein heading to the north, as Tal Rasha had predicted.&lt;br /&gt;
&lt;br /&gt;
A few miles into the desert, the adventurers caught up with Baal and attacked him. The demon unleashed the fury of his powers upon the men. The earth exploded under them and swallowed many men. Fire errupted from the broken earth burning everything and everyone on its path.&lt;br /&gt;
&lt;br /&gt;
In a desperate attempt, Baal hurled a spell at Tal Rasha unsuccessfully. Unharmed, but at a price, Tal Rasha rose from the earth to find the soulstone Tyrael had given him, shattered into small shards.&lt;br /&gt;
&lt;br /&gt;
The men pressed their attack and defeated Baal. Tal Rasha walked toward Baal's battered body and slashed his throat jamming the largest soulstone shard into his open wound. Baal's spirit was sucked into the shard, trapping the demon.&lt;br /&gt;
&lt;br /&gt;
Archangel Tyrael appeared before the men and led them toward seven ancient tombs deep in the desert. There the men were instructed to build a binding stone etched with runes of containment. They magically crafted unbreakable chains to secure the binding stone to the chamber's walls. Tal Rasha ordered to be chained and bound to the stone. To everyone's astonishment, Tyrael jammed the shattered soulstone into Tal Rasha's chest, allowing Baal's spirit to flood into his body as host. Forever chained in an eternal fight with the demon's spirit.&lt;br /&gt;
&lt;br /&gt;
[http://www.diablowiki.net/Lut_Gholein:_The_Binding_of_Destruction Lut Gholein: The Binding of Destruction]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Type==&lt;br /&gt;
[[Image:Mon-baal-names.jpg|thumb|200px|left|Baal above the Vile Effigy.]]Baal is the last monster in the game, and the act boss of [[Act Five]]. He must be defeated to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the [[Secret Cow Level]] on that difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Baal is one of the three [[Prime Evil]]s, and the last one a character faces in the game, after already defeating [[Mephisto]] and [[Diablo]].&lt;br /&gt;
* A much upgraded version of Baal, [[Uber Baal]] is encountered during the climactic fight of the [[Pandemonium Event]], a realm-only quest to challenge the highest level players added in v1.11.&lt;br /&gt;
&lt;br /&gt;
Baal can be discerned from his [[Vile Effigy]] duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured above in this image, the &amp;quot;B&amp;quot; of Baal is slightly offset to the left from the &amp;quot;D&amp;quot; of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal's hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.&lt;br /&gt;
&lt;br /&gt;
Baal has a fierce [[melee]] attack, and can also cast a wide variety of powerful spells:&lt;br /&gt;
* '''Defense Curse.''' This spell substantially lowers the defense of Baal's enemies.&lt;br /&gt;
* '''Blood Mana. '''Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.&lt;br /&gt;
* '''Incineration Nova.''' A nova of fireballs.&lt;br /&gt;
* '''Hoarfrost.''' This icy wedge chills, damages, and knocks back all targets.&lt;br /&gt;
* '''Mana Rift'''. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character's mana.&lt;br /&gt;
* '''Festering Appendage.''' Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage (see [[Festering Appendages|their stats here]]), but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.&lt;br /&gt;
* '''Vile Effigy'''. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.&lt;br /&gt;
&lt;br /&gt;
Stats are displayed by difficult level: '''[[Normal]] / [[Nightmare]] / [[Hell]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 75 / 99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;216,828 / 1,619,522 / 4,536,276&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;26484 / 117,596 / 493,701&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 42/Io, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Baal's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack 1&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Melee Attack 2&lt;br /&gt;
! Attack Rating 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical+Fire:'''&amp;lt;br /&amp;gt; 39-66 + 0&amp;lt;br /&amp;gt; 73-109 + 61-91&amp;lt;br /&amp;gt; 166-210 + 133-222&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 1603&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 50-100&amp;lt;br /&amp;gt; 82-146&amp;lt;br /&amp;gt; 183-266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 2402&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Attacks===&lt;br /&gt;
Baal uses a variety of spells to supplement his melee strikes.&lt;br /&gt;
&lt;br /&gt;
* Baal can cast two curses.&lt;br /&gt;
** '''Defense Curse''' is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.&lt;br /&gt;
** '''Blood Mana''' is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it's quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.&lt;br /&gt;
* '''Teleport:''' Baal can teleport (does not regain health)&lt;br /&gt;
* '''Vile Effigy: '''Baal creates a double of himself. The double exactly duplicates all of Baal's abilities, but has just 1/2 of Baal's hit points at the time the Vile Effigy is created. (The Vile Effigy [[:Image:Mon-baal-names.jpg|can be discerned]] from Baal.) The effigy's hit points bar looks the same as Baal's when it first appers, but will drop much more quickly as it takes damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Incineration Nova&lt;br /&gt;
! Hoarfrost&lt;br /&gt;
! Mana Rift&lt;br /&gt;
! Defense Curse&lt;br /&gt;
! Blood Mana&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Fireball Nova:'''&amp;lt;br /&amp;gt; 50-75 / 122-147 / 218-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold &amp;amp; knockback:'''&amp;lt;br /&amp;gt; 20-40 (8s)&amp;lt;br /&amp;gt; 47-67 (14s)&amp;lt;br /&amp;gt; 83-102 (22s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Damage + 50% mana drain:'''&amp;lt;br /&amp;gt; 8-12 / 26-30 / 50-54&amp;lt;br /&amp;gt; Can hit 1-3 times.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Lowers defense by:'''&amp;lt;br /&amp;gt; -60% / -75% / -95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spells drain from mana '''and''' hit points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Like the other act bosses, Baal does not regenerates hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;208 / 1176 / 2534&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40% / 45% / 55%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 50 / 20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;15 / 15 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Baal does not have any immunities on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 0%&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| '''Act 5:''' The Worldstone Chamber. Reached through the portal on the dais at the end of the [[Throne of Destruction]] level.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10692</id>
		<title>Baal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10692"/>
				<updated>2009-02-03T19:46:55Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Act Bosses}}|{{Monstertype}}|{{Demons}}|{{SuperUniques}}|{{AB}}}}'''Baal''' is a [[Demons|Demon]], a [[Superuniques|SuperUnique]], and an [[Act Bosses|Act Boss]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Tal Rasha and his men chased Baal for months from the lands of Kehjistan.  Tal Rasha presumed Baal was heading north toward Scosglen, but mysteriously the demon changed its path and took refuge within the desert city of Lut Gholein.&lt;br /&gt;
&lt;br /&gt;
Tal Rasha ordered his team to hold the attack and to patiently await for Baal to continue his escape. Three days later, Baal fled Lut Gholein heading to the north, as Tal Rasha had predicted.&lt;br /&gt;
&lt;br /&gt;
A few miles into the desert, the adventurers caught up with Baal and attacked him. The demon unleashed the fury of his powers upon the men. The earth exploded under them and swallowed many men. Fire errupted from the broken earth burning everything and everyone on its path.&lt;br /&gt;
&lt;br /&gt;
In a desperate attempt, Baal hurled a spell at Tal Rasha unsuccessfully. Unharmed, but at a price, Tal Rasha rose from the earth to find the soulstone Tyrael had given him, shattered into small shards.&lt;br /&gt;
&lt;br /&gt;
The men pressed their attack and defeated Baal. Tal Rasha walked toward Baal's battered body and slashed his throat jamming the largest soulstone shard into his open wound. Baal's spirit was sucked into the shard, trapping the demon.&lt;br /&gt;
&lt;br /&gt;
Archangel Tyrael appeared before the men and led them toward seven ancient tombs deep in the desert. There the men were instructed to build a binding stone etched with runes of containment. They magically crafted unbreakable chains to secure the binding stone to the chamber's walls. Tal Rasha ordered to be chained and bound to the stone. To everyone's astonishment, Tyrael jammed the shattered soulstone into Tal Rasha's chest, allowing Baal's spirit to flood into his body as host. Forever chained in an eternal fight with the demon's spirit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Type==&lt;br /&gt;
[[Image:Mon-baal-names.jpg|thumb|200px|left|Baal above the Vile Effigy.]]Baal is the last monster in the game, and the act boss of [[Act Five]]. He must be defeated to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the [[Secret Cow Level]] on that difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Baal is one of the three [[Prime Evil]]s, and the last one a character faces in the game, after already defeating [[Mephisto]] and [[Diablo]].&lt;br /&gt;
* A much upgraded version of Baal, [[Uber Baal]] is encountered during the climactic fight of the [[Pandemonium Event]], a realm-only quest to challenge the highest level players added in v1.11.&lt;br /&gt;
&lt;br /&gt;
Baal can be discerned from his [[Vile Effigy]] duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured above in this image, the &amp;quot;B&amp;quot; of Baal is slightly offset to the left from the &amp;quot;D&amp;quot; of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal's hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.&lt;br /&gt;
&lt;br /&gt;
Baal has a fierce [[melee]] attack, and can also cast a wide variety of powerful spells:&lt;br /&gt;
* '''Defense Curse.''' This spell substantially lowers the defense of Baal's enemies.&lt;br /&gt;
* '''Blood Mana. '''Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.&lt;br /&gt;
* '''Incineration Nova.''' A nova of fireballs.&lt;br /&gt;
* '''Hoarfrost.''' This icy wedge chills, damages, and knocks back all targets.&lt;br /&gt;
* '''Mana Rift'''. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character's mana.&lt;br /&gt;
* '''Festering Appendage.''' Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage (see [[Festering Appendages|their stats here]]), but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.&lt;br /&gt;
* '''Vile Effigy'''. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.&lt;br /&gt;
&lt;br /&gt;
Stats are displayed by difficult level: '''[[Normal]] / [[Nightmare]] / [[Hell]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 75 / 99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;216,828 / 1,619,522 / 4,536,276&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;26484 / 117,596 / 493,701&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 42/Io, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Baal's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack 1&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Melee Attack 2&lt;br /&gt;
! Attack Rating 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical+Fire:'''&amp;lt;br /&amp;gt; 39-66 + 0&amp;lt;br /&amp;gt; 73-109 + 61-91&amp;lt;br /&amp;gt; 166-210 + 133-222&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 1603&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 50-100&amp;lt;br /&amp;gt; 82-146&amp;lt;br /&amp;gt; 183-266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 2402&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Attacks===&lt;br /&gt;
Baal uses a variety of spells to supplement his melee strikes.&lt;br /&gt;
&lt;br /&gt;
* Baal can cast two curses.&lt;br /&gt;
** '''Defense Curse''' is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.&lt;br /&gt;
** '''Blood Mana''' is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it's quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.&lt;br /&gt;
* '''Teleport:''' Baal can teleport (does not regain health)&lt;br /&gt;
* '''Vile Effigy: '''Baal creates a double of himself. The double exactly duplicates all of Baal's abilities, but has just 1/2 of Baal's hit points at the time the Vile Effigy is created. (The Vile Effigy [[:Image:Mon-baal-names.jpg|can be discerned]] from Baal.) The effigy's hit points bar looks the same as Baal's when it first appers, but will drop much more quickly as it takes damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Incineration Nova&lt;br /&gt;
! Hoarfrost&lt;br /&gt;
! Mana Rift&lt;br /&gt;
! Defense Curse&lt;br /&gt;
! Blood Mana&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Fireball Nova:'''&amp;lt;br /&amp;gt; 50-75 / 122-147 / 218-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold &amp;amp; knockback:'''&amp;lt;br /&amp;gt; 20-40 (8s)&amp;lt;br /&amp;gt; 47-67 (14s)&amp;lt;br /&amp;gt; 83-102 (22s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Damage + 50% mana drain:'''&amp;lt;br /&amp;gt; 8-12 / 26-30 / 50-54&amp;lt;br /&amp;gt; Can hit 1-3 times.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Lowers defense by:'''&amp;lt;br /&amp;gt; -60% / -75% / -95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spells drain from mana '''and''' hit points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Like the other act bosses, Baal does not regenerates hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;208 / 1176 / 2534&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40% / 45% / 55%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 50 / 20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;15 / 15 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Baal does not have any immunities on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 0%&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| '''Act 5:''' The Worldstone Chamber. Reached through the portal on the dais at the end of the [[Throne of Destruction]] level.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10691</id>
		<title>Baal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Baal&amp;diff=10691"/>
				<updated>2009-02-03T19:45:14Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Act Bosses}}|{{Monstertype}}|{{Demons}}|{{SuperUniques}}|{{AB}}}}'''Baal''' is a [[Demons|Demon]], a [[Superuniques|SuperUnique]], and an [[Act Bosses|Act Boss]].&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Tal Rasha and his men chased Baal for months from the lands of Kehjistan.  Tal Rasha presumed Baal was heading north toward Scosglen, but mysteriously the demon changed its path and took refuge within the desert city of Lut Gholein.&lt;br /&gt;
&lt;br /&gt;
Tal Rasha ordered his team to hold the attack and to patiently await for Baal to continue his escape. Three days later, Baal fled Lut Gholein heading to the north, as Tal Rasha had predicted.&lt;br /&gt;
&lt;br /&gt;
A few miles into the desert, the adventurers caught up with Baal and attacked him. The demon unleashed the fury of his powers upon the men. The earth exploded under them and swallowed many men. Fire errupted from the broken earth burning everything and everyone on its path.&lt;br /&gt;
&lt;br /&gt;
In a desperate attempt, Baal hurled a spell at Tal Rasha unsuccessfully. Unharmed, but at a price, Tal Rasha rose from the earth to find the soulstone Tyrael had given him, shattered into small shards.&lt;br /&gt;
&lt;br /&gt;
The men pressed their attack and defeated Baal. Tal Rasha walked toward Baal's battered body and slashed his throat jamming the largest soulstone shard into his open wound. Baal's spirit was sucked into the shard, trapping the demon.&lt;br /&gt;
&lt;br /&gt;
Archangel Tyrael appeared before the men and led them toward seven ancient tombs deep in the desert. There the men were instructed to build a binding stone etched with runes of containment. They magically crafted unbreakable chains to secure the binding stone to the chamber's walls. Tal Rasha ordered to be chained and bound to the stone. To everyone's astonishment, Tyrael jammed the shattered soulstone into Tal Rasha's chest, allowing Baal's spirit to flood into his body as host. Forever chained in an eternal fight with the demon's spirit.&amp;lt;ref&amp;gt;{{cite press release |url=http://www.diablowiki.net/Lut_Gholein:_The_Binding_of_Destruction |title=Lut Gholein: The Binding of Destruction}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monster Type==&lt;br /&gt;
[[Image:Mon-baal-names.jpg|thumb|200px|left|Baal above the Vile Effigy.]]Baal is the last monster in the game, and the act boss of [[Act Five]]. He must be defeated to complete the [[Quests_Act_Five#Quest_Six:_Eve_of_Destruction|Eve of Destruction quest]]. Killing Baal enables a character to proceed to the next higher difficulty level, and gains that character a title as well. Killing Baal is also required before a (D2:LoD) character can open the portal to the [[Secret Cow Level]] on that difficulty level.&lt;br /&gt;
&lt;br /&gt;
* Baal is one of the three [[Prime Evil]]s, and the last one a character faces in the game, after already defeating [[Mephisto]] and [[Diablo]].&lt;br /&gt;
* A much upgraded version of Baal, [[Uber Baal]] is encountered during the climactic fight of the [[Pandemonium Event]], a realm-only quest to challenge the highest level players added in v1.11.&lt;br /&gt;
&lt;br /&gt;
Baal can be discerned from his [[Vile Effigy]] duplicate by carefully observing the names. Note that in the hover name of real Baal, pictured above in this image, the &amp;quot;B&amp;quot; of Baal is slightly offset to the left from the &amp;quot;D&amp;quot; of Demon. The B and the D in the hover of the Vile Effigy are exactly aligned. You will also notice which is which since the Vile Effigy is spawned with just half of Baal's hit points, so even though their health bars look the same, the duplicate will appear to take damage much more quickly.&lt;br /&gt;
&lt;br /&gt;
Baal has a fierce [[melee]] attack, and can also cast a wide variety of powerful spells:&lt;br /&gt;
* '''Defense Curse.''' This spell substantially lowers the defense of Baal's enemies.&lt;br /&gt;
* '''Blood Mana. '''Only used on characters who have more mana than hit points, this dreaded curse causes the afflicted character to lose hit points equivalent to the mana cost of every spell they cast.&lt;br /&gt;
* '''Incineration Nova.''' A nova of fireballs.&lt;br /&gt;
* '''Hoarfrost.''' This icy wedge chills, damages, and knocks back all targets.&lt;br /&gt;
* '''Mana Rift'''. This yellow flamethrower-like spell does damage as well as instantly draining 50% of a character's mana.&lt;br /&gt;
* '''Festering Appendage.''' Baal causes tentacles to erupt through the ground, lashing at any nearby targets. These deal damage (see [[Festering Appendages|their stats here]]), but they can actually be quite handy to leach life or mana from, since they are full of hit points and much easier to hit than Baal himself.&lt;br /&gt;
* '''Vile Effigy'''. Baal can duplicate himself, creating a clone that has all the abilities and malevolence of Baal himself.&lt;br /&gt;
&lt;br /&gt;
Stats are displayed by difficult level: '''[[Normal]] / [[Nightmare]] / [[Hell]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 60 / 75 / 99&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;216,828 / 1,619,522 / 4,536,276&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;26484 / 117,596 / 493,701&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 42/Io, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Baal's stats are all preset. He does not get any random [[Monster Modifiers]].&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Melee Attack 1&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Melee Attack 2&lt;br /&gt;
! Attack Rating 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Physical+Fire:'''&amp;lt;br /&amp;gt; 39-66 + 0&amp;lt;br /&amp;gt; 73-109 + 61-91&amp;lt;br /&amp;gt; 166-210 + 133-222&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 1603&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 50-100&amp;lt;br /&amp;gt; 82-146&amp;lt;br /&amp;gt; 183-266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 2402&amp;lt;br /&amp;gt; 3600&amp;lt;br /&amp;gt; 9850&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magical Attacks===&lt;br /&gt;
Baal uses a variety of spells to supplement his melee strikes.&lt;br /&gt;
&lt;br /&gt;
* Baal can cast two curses.&lt;br /&gt;
** '''Defense Curse''' is cast on targets with more hit points than mana. Characters so afflicted have their defense lowered considerably.&lt;br /&gt;
** '''Blood Mana''' is cast on targets with more mana than hit points. Characters so afflicted deal themselves damage, lowering their hit points (and mana) by the mana cost of any spell they cast. Sorceresses must be very wary of this one, for it's quite possible to kill yourself, or lower your hit points so far that the next hit from Baal will finish the job.&lt;br /&gt;
* '''Teleport:''' Baal can teleport (does not regain health)&lt;br /&gt;
* '''Vile Effigy: '''Baal creates a double of himself. The double exactly duplicates all of Baal's abilities, but has just 1/2 of Baal's hit points at the time the Vile Effigy is created. (The Vile Effigy [[:Image:Mon-baal-names.jpg|can be discerned]] from Baal.) The effigy's hit points bar looks the same as Baal's when it first appers, but will drop much more quickly as it takes damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Incineration Nova&lt;br /&gt;
! Hoarfrost&lt;br /&gt;
! Mana Rift&lt;br /&gt;
! Defense Curse&lt;br /&gt;
! Blood Mana&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Fireball Nova:'''&amp;lt;br /&amp;gt; 50-75 / 122-147 / 218-243&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Cold &amp;amp; knockback:'''&amp;lt;br /&amp;gt; 20-40 (8s)&amp;lt;br /&amp;gt; 47-67 (14s)&amp;lt;br /&amp;gt; 83-102 (22s)&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Damage + 50% mana drain:'''&amp;lt;br /&amp;gt; 8-12 / 26-30 / 50-54&amp;lt;br /&amp;gt; Can hit 1-3 times.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | '''Lowers defense by:'''&amp;lt;br /&amp;gt; -60% / -75% / -95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | Spells drain from mana '''and''' hit points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
Like the other act bosses, Baal does not regenerates hit points.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;208 / 1176 / 2534&amp;lt;/center&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40% / 45% / 55%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;100 / 50 / 20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;15 / 15 / 15 &amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Baal does not have any immunities on any difficulty level.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''Baal'''&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;33% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;50% / 50% / 50%&amp;lt;/center&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;0% / 0% / 0%&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All SuperUniques (except for [[Uber Diablo]]) are found in roughly the same location every game, on all three difficulty levels. (Except for the [[Uber Monsters]] who are only found on Hell Difficulty.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| '''Baal'''&lt;br /&gt;
| '''Act 5:''' The Worldstone Chamber. Reached through the portal on the dais at the end of the [[Throne of Destruction]] level.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Mummy&amp;diff=9625</id>
		<title>Mummy</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Mummy&amp;diff=9625"/>
				<updated>2008-11-05T21:25:44Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Mummies are [[Undead]]. ([[Zombie]]s are a very similar monster.)&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Aranoch have long practiced the art of preserving the dead. As a reverence to the deceased, priests fill bodies with preservative fluids, then wrap them in specially treated cloth, and bury them in tombs below the desert’s surface. This mummification is believed to provide benefits for the deceased in the afterlife. Physically, a mummified body maintains its flesh and sinew for hundreds, even thousands of years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under Mephisto’s manipulation, these honored dead have been summoned and bound with the spirits of malicious demons to fill the ranks of his undead army. Instilled with eternal loathing for the living, Mummies are stronger and better suited for combat than the zombies, who due to their advanced decay, are weak and infirm. Mummies are slow-moving, but can deliver powerful blows, often with the touch of poison from the chemicals used in their embalming. Fallen mummies often burst asunder from their wrappings, leaving behind a poisonous cloud that the living should best avoid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mummies are slow-moving, hard-hitting, zombies. They shamble about, hardly able to see an enemy across the screen, but potentially deadly in numbers; especially in an enclosed space where their slow speed is less of a handicap.&lt;br /&gt;
&lt;br /&gt;
Mummies emit a poison cloud upon death. Any character or minion walking over a dead mummy will be poisoned for a relatively brief time. The poison will not move from the death spot, so characters who hold still will not be poisoned. This was changed from the early days of Diablo II, when the toxic cloud spread out, and would sicken your character if they did not actively back up or sidestep the gas.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Dried Corpse'''&lt;br /&gt;
| 13 / 43 / 74&lt;br /&gt;
| 132 / 4121 / 36246&lt;br /&gt;
| 29-69 / 764-1069 / 3688-6883&lt;br /&gt;
| 15/Nef, 48/Ko, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Decayed'''&lt;br /&gt;
| 15 / 44 / 79&lt;br /&gt;
| 161 / 4409 / 43041&lt;br /&gt;
| 35-81 / 797-1115 / 4119-7688&lt;br /&gt;
| 15/Nef, 48/Ko, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Embalmed'''&lt;br /&gt;
| 18 / 46 / 77&lt;br /&gt;
| 213 / 5051 / 40323&lt;br /&gt;
| 44-99 / 867-1213 / 3947-7366&lt;br /&gt;
| 18/Nef, 51/Lem, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Preserved Dead'''&lt;br /&gt;
| 23 / 49 / 80&lt;br /&gt;
| 343 / 6186 / 44400&lt;br /&gt;
| 61-137 / 968-1355 / 4205-7849&lt;br /&gt;
| 27/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| 25 / 55 / 83&lt;br /&gt;
| 418 / 8942 / 48477&lt;br /&gt;
| 70-154 / 1173-1642 / 4464-8332&lt;br /&gt;
| 30/Ral, 57/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| -- / 65 / 85&lt;br /&gt;
| -- / 16010 / 51195&lt;br /&gt;
| -- / 1515-2121 / 6182-8654&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
All types of Mummies have a chance to deal poison damage upon a successful strike.&lt;br /&gt;
&lt;br /&gt;
* Speed rates a monster's movement speed from 1-10.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Speed&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Poison Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
|-&lt;br /&gt;
| '''Dried Corpse'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 5-10 / 21-37 / 51-89&lt;br /&gt;
| '''Norm:''' 10%: 46 over 16s (2.9/sec)&amp;lt;br /&amp;gt;'''Night: '''25%: 286 over 24s (11.9/sec)'''&amp;lt;br /&amp;gt; Hell:''' 25%: 938 over 32s (29.3/sec)&lt;br /&gt;
| 113 / 907 / 3139&lt;br /&gt;
|-&lt;br /&gt;
| '''Decayed'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 6-11 / 22-38 / 54-95&lt;br /&gt;
| '''Norm:''' 10%: 52 over 16s (3.2/sec)&amp;lt;br /&amp;gt;'''Night: '''25%: 286 over 24s (11.9/sec)&amp;lt;br /&amp;gt;'''Hell:''' 25%: 938 over 32s (29.3/sec)&lt;br /&gt;
| 135 / 926 / 3339&lt;br /&gt;
|-&lt;br /&gt;
| '''Embalmed'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 6-13 / 23-40 / 52-91&lt;br /&gt;
| '''Norm:''' 10%: 62 over 16s (3.9/sec)&amp;lt;br /&amp;gt;'''Night: '''30%: 302 over 24s (12.6/sec)&amp;lt;br /&amp;gt;'''Hell:''' 30%: 959 over 32s (30/sec)&lt;br /&gt;
| 162 / 963 / 3259&lt;br /&gt;
|-&lt;br /&gt;
| '''Preserved Dead'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 8-16 / 24-43 / 54-95&lt;br /&gt;
| '''Norm:''' 10%: 77 over 16s (4.8/sec)&amp;lt;br /&amp;gt;'''Night: '''30%: 317 over 24s (13.2/sec)&amp;lt;br /&amp;gt;'''Hell:''' 30%: 938 over 32s (29.3/sec)&lt;br /&gt;
| 213 / 1020 / 3378&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 9-17 / 27-47 / 56-98&lt;br /&gt;
| '''Norm:''' 10%: 83 over 16s (5.2/sec)&amp;lt;br /&amp;gt;'''Night: '''35%: 928 over 64s (14.5/sec)&amp;lt;br /&amp;gt;'''Hell:''' 35%: 969 over 32s (30.3/sec)&lt;br /&gt;
| 236 / 1134 / 3498&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| -- / 27-47 / 56-98&lt;br /&gt;
| '''Night:''' 35%: 1822-3644 over 64s, (28.5-56.9/sec)&amp;lt;br /&amp;gt;'''Hell:''' 35%: 3300-6600 over 64s (51.6-103.1/sec)&lt;br /&gt;
| -- / 1134 / 3498&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block. &lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Dried Corpse'''&lt;br /&gt;
| 65 / 581 / 1385&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Decayed'''&lt;br /&gt;
| 75 / 592 / 1468&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Embalmed'''&lt;br /&gt;
| 90 / 615 / 1434&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Preserved Dead'''&lt;br /&gt;
| 117 / 649 / 1484&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| 127 / 718 / 1535&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| -- / 832 / 1568&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| -- / 66 / 33&lt;br /&gt;
| -- / 40 / 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Magic&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
| '''Dried Corpse'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Decayed'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Embalmed'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Preserved Dead'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;130%&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Dried Corpse'''&lt;br /&gt;
| '''Act 2: '''Sewers 1-3, Halls of the Undead 1-2, Tal Rasha's Tombs 1-7&lt;br /&gt;
|-&lt;br /&gt;
| '''Decayed'''&lt;br /&gt;
| '''Act 2: '''Stony Tomb 2 (Only with [[Creeping Feature]]), Halls of the Undead 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Embalmed'''&lt;br /&gt;
| '''Act 2: '''Ancient Tunnels&lt;br /&gt;
|-&lt;br /&gt;
| '''Preserved Dead'''&lt;br /&gt;
| '''Act 2: '''Tal Rasha's Tombs 1-7&amp;lt;br&amp;gt;&lt;br /&gt;
'''Act 3: '''Swampy Pit 1, Sewers 1-2&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| '''Act 3: '''Durance of Hate 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cadaver'''&lt;br /&gt;
| Worldstone Keep 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:undead]]&lt;br /&gt;
[[category:Guest Monsters]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Wraith&amp;diff=9624</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Wraith&amp;diff=9624"/>
				<updated>2008-11-05T21:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Wraiths are [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Wraiths are ethereal physical manifestations of tortured souls from the planes of the Hells. Often called “ghosts” or “evil spirits” by mortals, these shades are driven by an intense hatred for the un-suffering living. Wraiths often inhabit the darkest dungeons, having either been drawn there by the imprint of pain and suffering, or summoned and bound by powerful mages, to serve as unwilling guardians. These ethereal creatures can pass through solid objects, and contact with a wraith can quickly drain one’s life force. Spellcasters and other energy-reliant mortals may not only be drained of health, but are also left defenseless as their Mana is quickly spirited away to slake the spiritual thirst of these damned souls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These flying, mana-sucking creatures are among the most dreaded monsters in ''Diablo II''. They don't do that much damage, but they are damnably hard to kill and their ability to hit quickly and siphon off a character's mana with each strike makes them quite difficult to kill for many character types. All types of Wraiths are physical immune on Hell difficulty.&lt;br /&gt;
&lt;br /&gt;
Wraiths are quite a pain when found near [[Greater Mummy|Greater Mummies]], since dead wraiths of all types can be resurrected by these undead shamen. Characters who have difficulty killing wraiths will want to use some sort of corpse skill as quickly as possible to prevent them from being resurrected, especially on Hell difficulty, since on that level wraiths can not be frozen and will not shatter upon death.&lt;br /&gt;
&lt;br /&gt;
'''Specters '''are listed in the game files and on Blizzard's site, but they do not appear in the game as of v1.11.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
Normal Wraiths can not drop armor or weapons; just potions, scrolls, runes and other small items. Boss and champion wraiths can drop items, and their odds are listed below.&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| 7 / 38 / 75&lt;br /&gt;
| 83 / 3085 / 39485&lt;br /&gt;
| 19-37 / 385-533 / 2453-4528&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 6/-, 42/Io, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| 10 / 41 / 71&lt;br /&gt;
| 110 / 3780 / 33777&lt;br /&gt;
| 30-60 / 452-626 / 2228-4114&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 12/-, 45/Ko, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparition'''&lt;br /&gt;
| 20 / 49 / 80&lt;br /&gt;
| 279 / 6495 / 46620&lt;br /&gt;
| 62-125 / 629-871 / 2733-5046&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| 21/Ral, 54/Um, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Shape'''&lt;br /&gt;
| 22 / 51 / 81&lt;br /&gt;
| 337 / 7434 / 48046&lt;br /&gt;
| 71-144 / 674-933 / 2789-5149&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 24/Ral, 54/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| -- / 61 / 82&lt;br /&gt;
| -- / 13314 / 49473&lt;br /&gt;
| -- / 896-1241 / 3794-5253&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| -- / 61 / 83&lt;br /&gt;
| -- / 13314 / 50900&lt;br /&gt;
| -- / 896-1241 / 3868-5356&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
All wraiths have a chance to subtract points directly from a character's mana, as well as dealing physical damage.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Mana Drain&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| 3-6 / 19-33 / 51-89&lt;br /&gt;
| 52 / 735 / 2876&lt;br /&gt;
| '''40% chance of:''' 3-5 / 32-64 / 170-255&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| 4-8 / 21-36 / 48-85&lt;br /&gt;
| 80 / 786 / 2732&lt;br /&gt;
| '''45% chance of: '''3-7 / 35-70 / 162-243&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparition'''&lt;br /&gt;
| 8-14 / 24-43 / 54-95&lt;br /&gt;
| 185 / 923 / 3057&lt;br /&gt;
| '''60% chance of: '''5-10 / 41-82 / 182-273&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Shape'''&lt;br /&gt;
| 9-15 / 25-45 / 55-97&lt;br /&gt;
| 207 / 957 / 3093&lt;br /&gt;
| '''70% chance of: '''7-14 / 43-86 / 186-279&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| -- / 30-53 / 55-97&lt;br /&gt;
| -- / 1128 / 3129&lt;br /&gt;
| '''45% chance of: '''-- / 51-102 / 186-279&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| -- / 30-53 / 56-98&lt;br /&gt;
| -- / 1128 / 3165&lt;br /&gt;
| '''50% chance of: '''-- / 51-102 / 188-282&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
Wraiths can not be chilled or frozen on Hell difficulty. The Holy Freeze Aura or Decrepify Curse still work, though.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| 35 / 717 / 1917&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 33 / 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| 50 / 764 / 1826&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 33 / 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparition'''&lt;br /&gt;
| 102 / 889 / 2031&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 33 / 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Shape'''&lt;br /&gt;
| 112 / 920 / 2055&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 66 / 33&lt;br /&gt;
| 50 / 33 / 0&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| -- / 1076 / 2077&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 66 / 33&lt;br /&gt;
| -- / 33 / 0&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| -- / 1076 / 2100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 66 / 33&lt;br /&gt;
| -- / 33 / 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| 20% / 30% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 5 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 60% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| 30% / 50% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 60%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 60% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparition'''&lt;br /&gt;
| 50% / 60% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 60% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Shape'''&lt;br /&gt;
| 60% / 75% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 80%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 60% / 75%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 60% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| -- / 30% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 60% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| '''Act 1: '''Forgotten Cellar 1-5&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| '''Act 1: '''Jail 1-3, Cathedral&amp;lt;br /&amp;gt;'''Act 2: '''Arcane Sanctuary&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparition'''&lt;br /&gt;
| '''Act 2: '''Tal Rasha's Tombs 1-7&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Shape'''&lt;br /&gt;
| '''Act 3: '''Flayer Dungeon 1-3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghost'''&lt;br /&gt;
| Crystalline Passage, Frozen River, Drifter Cavern, Icy Cellar, Halls of Vaught (no boss)&lt;br /&gt;
|-&lt;br /&gt;
| '''Wraith'''&lt;br /&gt;
| [[Glacial Trail]], Worldstone Keep 3&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Skeleton&amp;diff=9623</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Skeleton&amp;diff=9623"/>
				<updated>2008-11-05T21:19:56Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Skeletons are [[Undead]].&lt;br /&gt;
&lt;br /&gt;
Fierce undead warriors, skeletons do not seek to consume the flesh of the living, but only to extinguish the life of their victims. Skeletons, unrelenting in their goal, move faster than zombies and have some spark of intelligence as demonstrated by their use of weapons. These bony undead have been observed wielding swords, clubs, bows, and even armor and shields, and are often equipped in the same armament in which they fell. Even more terrifying are the animated skeletal remains of expired magic wielders, who prove that even the dead can wield the forces of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The risen, animated bones of dead adventurers, skeletons fight tenaciously with a variety of melee weapons. Since they are just bones, they are highly resistant to various elemental attacks. They do not deal a great deal of damage or move very quickly, but take a lot of punishment before dying and can swarm the unwary adventurer.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Skeleton'''&lt;br /&gt;
| 2 / 37 / 68&lt;br /&gt;
| 34 / 2333 / 23878&lt;br /&gt;
| 7-11 / 391-559 / 2219-4227&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 3 / -, 42 /Io, 75 / Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| 6 / 38 / 69&lt;br /&gt;
| 68 / 2498 / 25033&lt;br /&gt;
| 17-25 / 415-593 / 2279-4342&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 6 / -, 42 / Io, 69 / Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| 14 / 61 / 83&lt;br /&gt;
| 143 / 10778 / 41205&lt;br /&gt;
| 45-62 / 965-1379 / 3124-5952&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 6/-, 42/Io, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Dead'''&lt;br /&gt;
| 13 / 43 / 74&lt;br /&gt;
| 130 / 3502 / 30809&lt;br /&gt;
| 40-58 / 534-764 / 2581-4917&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 15 / Nef, 45 / Ko, 72 / Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Horror'''&lt;br /&gt;
| 14 / 44 / 78&lt;br /&gt;
| 143 / 3747 / 35429&lt;br /&gt;
| 45-62 / 557-797 / 2823-5377&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 15 / Nef, 48 / Ko, 75 / Ber&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 12111 / 41205&lt;br /&gt;
| -- / 1012-1447 / 4166-5952&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| --. 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| -- / 61 / 83&lt;br /&gt;
| -- / 10778 / 41205&lt;br /&gt;
| -- / 965-1379 / 4166-5952&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| -- / 60/Ist, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Elemental Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Skeleton'''&lt;br /&gt;
| 1-3 / 12-31 / 31-78&lt;br /&gt;
| 12 / 907 / 3314&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| 2-5 / 12-32 / 32-80&lt;br /&gt;
| 41 / 928 / 3360&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| 4-10 / 20-51 / 37-94&lt;br /&gt;
| 125 / 1425 / 3998&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Dead'''&lt;br /&gt;
| 4-9 / 14-36 / 34-76&lt;br /&gt;
| 113 / 1036 / 3289&lt;br /&gt;
| '''Fire Damage: 50% chance of:&amp;lt;br /&amp;gt;'''1-4 / 9-19 / 21-46&lt;br /&gt;
|-&lt;br /&gt;
| '''Horror'''&lt;br /&gt;
| 4-10 / 14-37 / 35-89&lt;br /&gt;
| 125 / 1058 / 3770&lt;br /&gt;
| '''Lightning Damage: 60% chance of:&amp;lt;br /&amp;gt;'''3-6 / 11-18 / 26-44&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| -- / 20-52 / 37-94&lt;br /&gt;
| -- / 1530 / 4165&lt;br /&gt;
| '''Cold Damage, 60% chance of:&amp;lt;br /&amp;gt;'''-- / 15-31 (3sec) / 28-56 (5sec)&amp;lt;br /&amp;gt;'''Lightning Damage, 60% chance of:&amp;lt;br /&amp;gt;'''-- / 15-31 (3sec) / 28-56 (5sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| -- / 20-51 / 37-94&lt;br /&gt;
| -- / 1485 / 4165&lt;br /&gt;
| '''Cold Damage, 60% chance of:&amp;lt;br /&amp;gt;'''-- / 15-30 (3sec) / 28-56 (5sec)&amp;lt;br /&amp;gt;'''Lightning Damage, 60% chance of:&amp;lt;br /&amp;gt;'''-- / 15-30 (3sec) / 28-56 (5sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
No life or mana can be drained from skeletons in v1.11.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Skeleton'''&lt;br /&gt;
| 10 / 540 / 1352&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| 30 / 552 / 1370&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| 70 / 828 / 1616&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Dead'''&lt;br /&gt;
| 65 / 520 / 612&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Horror'''&lt;br /&gt;
| 70 / 624 / 1528&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| -- / 852 / 1616&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 40% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| -- / 828 / 1616&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 40% / 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Skeleton'''&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 20% / 40% / 70%&lt;br /&gt;
| 0% / 25% / 50%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 60% / 80% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 50% / 75% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Dead'''&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Horror'''&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 20% / 40% / 70%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 60% / 80% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 75% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 75% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 40% / 70%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Skeleton'''&lt;br /&gt;
| '''Act 1:''' Cave 1-2, Burial Grounds (No boss), Crypt, Mausoleum, Field of Stones&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| '''Act 1:''' Black Moor, Tristram.&amp;lt;br /&amp;gt;'''Act 2:''' Halls of the Undead 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| '''Act 1:''' The Pit 1-2.&amp;lt;br /&amp;gt;'''Act 2:''' Claw Viper Temple 1-2 (no boss),&lt;br /&gt;
|-&lt;br /&gt;
| '''Burning Dead'''&lt;br /&gt;
| '''Act 2:''' Sewers 1-3, Tal Rasha's Tombs 1-7 (no boss).&lt;br /&gt;
|-&lt;br /&gt;
| '''Horror'''&lt;br /&gt;
| '''Act 2:''' The Stony Tomb 1-2, Sewers 1-3 (no boss on 1-2).&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Returned'''&lt;br /&gt;
| Halls of Anguish&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Warrior'''&lt;br /&gt;
| Glacial Trail&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Zombie&amp;diff=9622</id>
		<title>Zombie</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Zombie&amp;diff=9622"/>
				<updated>2008-11-05T21:18:19Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Undead}}}}Zombies are [[Undead]]. ([[Mummy|Mummies]] are a very similar monster.)&lt;br /&gt;
&lt;br /&gt;
The lowest rank of the undead, zombies befoul much of the wilderness of the Western Kingdoms, as well as the tombs and crypts of the whole of Sanctuary. Zombies serve the darkness blindly and without thought, attacking only with their bare hands. They move slowly, but with relentless determination, seeking to consume the flesh of the living. They are simple-minded and easily outwitted, but in large groups can overwhelm the unwary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zombies are stupid, shuffling, weaponless attackers. They even mutter &amp;quot;Braaaaains&amp;quot; from time to time. Though these creatures move slowly and fight only with their bare, rotting hands, they can pack a solid punch if they manage to get you in range. Zombies aren't dangerous on their own, but a group of them can be deadly, especially if enhanced by [[Monster Modifiers]] such as Might, Extra Strong, or Cursed.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Zombie'''&lt;br /&gt;
| 1 / 36 / 67&lt;br /&gt;
| 33 / 2696 / 28069&lt;br /&gt;
| 7-12 / 551-787 / 3238-6168&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Hungry Dead'''&lt;br /&gt;
| 2 / 37 / 68&lt;br /&gt;
| 44 / 2882 / 29496&lt;br /&gt;
| 9-16 / 586-838 / 3328-6340&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 3/-, 42/Io, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghoul'''&lt;br /&gt;
| 12 / 43 / 73&lt;br /&gt;
| 152 / 4327 / 36631&lt;br /&gt;
| 43-78 / 802-1146 / 3782-7203&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 21/Ral, 48/Ko, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Bearer'''&lt;br /&gt;
| 17 / 46 / 77&lt;br /&gt;
| 245 / 5303 / 42339&lt;br /&gt;
| 65-115 / 910-1300 / 4144-7893&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 18/Nef, 51/Lem, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Drowned Carcass'''&lt;br /&gt;
| 22 / 50 / 80&lt;br /&gt;
| 395 / 6948 / 46620&lt;br /&gt;
| 89-161 / 1053-1504 / 4415-8410&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Some Zombies have a % chance to deal elemental damage with successful strikes of their first attack type.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack 1&lt;br /&gt;
! Attack 1 AR&lt;br /&gt;
! Elemental&lt;br /&gt;
! Attack 2&lt;br /&gt;
! Melee AR 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Zombie'''&lt;br /&gt;
| 1-3 / 18-43 / 45-106&lt;br /&gt;
| 8 / 774 / 2860&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| 2-3 / 21-46 / 53-114&lt;br /&gt;
| 8 / 811 / 2996&lt;br /&gt;
|-&lt;br /&gt;
| '''Hungry Dead'''&lt;br /&gt;
| 1-3 / 18-43 / 46-109&lt;br /&gt;
| 12 / 793 / 2900&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| 3-4 / 21-46 / 54-117&lt;br /&gt;
| 12 / 831 / 3038&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghoul'''&lt;br /&gt;
| 4-11 / 21-50 / 49-116&lt;br /&gt;
| 103 / 907 / 3099&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| 9-13 / 25-54 / 58-124&lt;br /&gt;
| 103 / 950 / 3247&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Bearer'''&lt;br /&gt;
| 6-15 / 23-54 / 47-114&lt;br /&gt;
| 152 / 963 / 3259&lt;br /&gt;
| '''Poison Damage, 50% chance of:&amp;lt;br /&amp;gt; Norm:''' 93-186 over 32s, (2.9-5.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 305 over 32s, (9.5/sec)&amp;lt;br /&amp;gt;'''Hell:''' 680 over 32s, (21.2/sec)&lt;br /&gt;
| 11-18 / 27-58 / 60-130&lt;br /&gt;
| 152 / 1009 / 3414&lt;br /&gt;
|-&lt;br /&gt;
| '''Drowned Carcass'''&lt;br /&gt;
| 7-19 / 24-57 / 50-122&lt;br /&gt;
| 207 / 1039 / 3378&lt;br /&gt;
| '''Cold Damage, 75% chance of:&amp;lt;br /&amp;gt; Norm: '''2-5 (1sec)&amp;lt;br /&amp;gt;'''Night:''' 8-16 (3sec)&amp;lt;br /&amp;gt;'''Hell:''' 18-36 (4sec)&lt;br /&gt;
| 15-23 / 28-61 / 63-136&lt;br /&gt;
| 207 / 1089 / 3539&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Zombie'''&lt;br /&gt;
| 5 / 22 / 1067&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Hungry Dead'''&lt;br /&gt;
| 10 / 432 / 1081&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghoul'''&lt;br /&gt;
| 60 / 489 / 1152&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Bearer'''&lt;br /&gt;
| 85 / 518 / 1208&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Drowned Carcass'''&lt;br /&gt;
| 112 / 556 / 1250&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2/sec&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Zombie'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hungry Dead'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghoul'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Bearer'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
| 50% / 75% / 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Drowned Carcass'''&lt;br /&gt;
| 20% / 50% / 50%&lt;br /&gt;
| 50% / 75% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 50% / 75% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Zombie'''&lt;br /&gt;
| '''Act 1: '''Blood Moor (No boss on Normal), Den of Evil (No random boss. [[Corpsefire]])&lt;br /&gt;
|-&lt;br /&gt;
| '''Hungry Dead'''&lt;br /&gt;
| '''Act 1: '''Cave 1-2, Burial Grounds (No boss), Crypt, Mausoleum, Field of Stones.&lt;br /&gt;
|-&lt;br /&gt;
| '''Ghoul'''&lt;br /&gt;
| '''Act 1: '''Catacombs 3-4.&lt;br /&gt;
|-&lt;br /&gt;
| '''Plague Bearer'''&lt;br /&gt;
| '''Act 2: '''Lost City, Ancient Tunnels.&lt;br /&gt;
|-&lt;br /&gt;
| '''Drowned Carcass'''&lt;br /&gt;
| '''Act 3: '''Great Marsh, Swampy Pit 3.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Thorned_Hulk&amp;diff=9621</id>
		<title>Thorned Hulk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Thorned_Hulk&amp;diff=9621"/>
				<updated>2008-11-05T21:14:39Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Thorned Hulks are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Composed mostly of wood, Thorned Hulks are the ancestral protectors of the jungle lands. Despite their strength and immense bramble and thorn-covered arms, even they have been twisted by the Prime Evils. Their now glassy, lifeless eyes hint at a deep sorrow beneath a glowing Hell-induced hatred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These massive tree-like brawlers use their huge, club-like fists to pummel soft targets into bloody pulps.  They are slow of foot and attack, until successful hits engage their Frenzy attack, greatly increasing their movement speed and attack rate. It's best to engage them one or two at a time; letting a whole mob charge up to Frenzy speed at the same time is very dangerous.&lt;br /&gt;
&lt;br /&gt;
The '''Spikefist''' is a type of Thorned Hulk listed in the game files and on Blizzard's website, but they are not found in the game as of v1.11.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| 21 / 49 / 79&lt;br /&gt;
| 405 / 8041 / 55953&lt;br /&gt;
| 119-193 / 1839-2226 / 7826-12631&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Bramble Hulk'''&lt;br /&gt;
| 22 / 50 / 80&lt;br /&gt;
| 446 / 8603 / 57720&lt;br /&gt;
| 128-208 / 1905-2306 / 7989-12896&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Thrasher'''&lt;br /&gt;
| 23 / 52 / 81&lt;br /&gt;
| 490 / 9757 / 59486&lt;br /&gt;
| 136-220 / 2034-2463 / 8154-13160&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 27/Ral, 54/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| -- / 58 / 80&lt;br /&gt;
| -- / 14841 / 57720&lt;br /&gt;
| -- / 2424-3190 / 10654-14017&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
| -- / 60/Ist, 84/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack #1&lt;br /&gt;
! Attack Rating #1&lt;br /&gt;
! Frenzy&lt;br /&gt;
! Frenzy AR&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| 12-20 / 36-65 / 81-145&lt;br /&gt;
| 197 / 1020 / 3339&lt;br /&gt;
| 10-20 / 30-61 / 68-136&lt;br /&gt;
| 197 / 1166 / 3816&lt;br /&gt;
|-&lt;br /&gt;
| '''Bramble Hulk'''&lt;br /&gt;
| 13-21 / 36-65 / 81-145&lt;br /&gt;
| 207 / 1039 / 3378&lt;br /&gt;
| 11-21 / 30-61 / 68-136&lt;br /&gt;
| 207 / 1188 / 3861&lt;br /&gt;
|-&lt;br /&gt;
| '''Thrasher'''&lt;br /&gt;
| 13-22 / 38-68 / 83-148&lt;br /&gt;
| 213 / 1077 / 3418&lt;br /&gt;
| 11-22 / 32-64 / 69-139&lt;br /&gt;
| 213 / 1231 / 3907&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| -- / 43-76 / 81-145&lt;br /&gt;
| -- / 1578 / 4505&lt;br /&gt;
| -- / 36-72 / 68-136&lt;br /&gt;
| -- / 2041 / 5792&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
Thorned Hulks regenerate hit points at twice the normal rate.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most ''Diablo II'' monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| 107 / 957 / 2164&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Bramble Hulk'''&lt;br /&gt;
| 112 / 974 / 2188&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Thrasher'''&lt;br /&gt;
| 117 / 1008 / 2213&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| -- / 1108 / 2188&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4/sec&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bramble Hulk'''&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;130%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Thrasher'''&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;140%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| -- / 0% / 66%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 66%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| '''Act 3: '''Spider Forest&lt;br /&gt;
|-&lt;br /&gt;
| '''Bramble Hulk'''&lt;br /&gt;
| '''Act 3: '''Great Marsh&lt;br /&gt;
|-&lt;br /&gt;
| '''Thrasher'''&lt;br /&gt;
| '''Act 3: '''Flayer Jungle ([[Stormtree]] boss pack only), Kurast Baazar, Upper Kurast&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorned Hulk'''&lt;br /&gt;
| Bloody Foothills&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fetish&amp;diff=9620</id>
		<title>Fetish</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fetish&amp;diff=9620"/>
				<updated>2008-11-05T21:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Demons}}|{{Guest Monsters}}}}Fetish are [[Demons]].&lt;br /&gt;
&lt;br /&gt;
Shamanistic creatures that attack with knives the size of their own bodies, or at range with blow darts, the Fetish are native jungle inhabitants. Known cannibals, they are small, intelligent beings in league with the forces of Hell. Individually, Fetishes are weak and easy to kill. However, they are much more formidable when attacking en masse. When accompanied by a Shaman, they are doubly dangerous, as their Shaman possess the power of resurrection, the ability to revive their fallen kin. The Shamans are often borne upon the shoulders of a lesser Fetish. Undoubtedly, they believe that this appearance of added height makes them look more ferocious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are not those odd items of clothing your parents keep tucked away on the top shelf of the closet, but small, fast, cleaver-wielding monsters. Fetish attack in packs, launching stab-and-run assaults sure to enrage most characters. Individually weak, Fetish can be dangerous in numbers, and they often spawn in mobs of a dozen or more, then use their lightning foot speed to swarm furiously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chasing Fetish is a fool's game; better is to hold still and let them rush you, then kill them when they get close. Characters with ranged attacks will have little difficulty with Fetish, providing caution is used to avoid getting swarmed by the initial rush.  Most types of Fetish can appear with [[Fetish Blowdart]]s, and they can be resurrected by [[Fetish Shaman]].&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Rat Man'''&lt;br /&gt;
| 10 / 42 / 72&lt;br /&gt;
| 96 / 2889 / 25146&lt;br /&gt;
| 22-38 / 400-583 / 1933-3749&lt;br /&gt;
| 6&lt;br /&gt;
| 12/-, 45/Ko, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Fetish'''&lt;br /&gt;
| 21 / 49 / 79&lt;br /&gt;
| 260 / 4639 / 32280&lt;br /&gt;
| 49-83 / 532-774 / 2265-4393&lt;br /&gt;
| 7&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| 22 / 50 / 80&lt;br /&gt;
| 286 / 4963 / 33300&lt;br /&gt;
| 55-89 / 551-802 / 2312-4485&lt;br /&gt;
| 8&lt;br /&gt;
| 24/Ral, 54/Um, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| 23 / 51 / 81&lt;br /&gt;
| 315 / 5310 / 34319&lt;br /&gt;
| 57-95 / 570-829 / 2360-4577&lt;br /&gt;
| 9&lt;br /&gt;
| 27/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 10686 / 36357&lt;br /&gt;
| -- / 795-1157 / 3237-4761&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| -- / 65 / 85&lt;br /&gt;
| -- / 12007 / 38396&lt;br /&gt;
| -- / 833-1212 / 3400-4945&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Guest Monster fetish have a % chance to add poison damage to their attacks.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Rat Man'''&lt;br /&gt;
| 5-8 / 21-33 / 48-76&lt;br /&gt;
| 80 / 803 / 2768&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Fetish'''&lt;br /&gt;
| 9-14 / 24-38 / 54-86&lt;br /&gt;
| 197 / 923 / 3021&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| 10-15 / 24-38 / 54-86&lt;br /&gt;
| 207 / 940 / 3057&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| 10-16 / 25-40 / 55-88&lt;br /&gt;
| 213 / 957 / 3093&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| -- / 31-49 / 56-89&lt;br /&gt;
| -- / 162 / 3165&lt;br /&gt;
| '''Night, 7%: ''' 41 over 4s (10.2/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 182 over 6s (30.3/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| -- / 31-50 / 57-91&lt;br /&gt;
| -- / 1197 / 3237&lt;br /&gt;
| '''Night, 7%:''' 41 over 4s (10.4/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 186 over 6s.(30.9/sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Rat Man'''&lt;br /&gt;
| 50 / 750 / 1777&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Fetish'''&lt;br /&gt;
| 107 / 855 / 1932&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| 112 / 870 / 1953&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| 117 / 885 / 1976&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| Flayer&lt;br /&gt;
| -- / 885 / 1997&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| Soul Killer&lt;br /&gt;
| -- / 1095 / 2063&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Rat Man'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Fetish'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| -- / 0% / 15%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| -- / 0% / 15%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;115%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Rat Man'''&lt;br /&gt;
| '''Act 1: '''Catacombs 2&amp;lt;br /&amp;gt;'''Act 3: '''Flayer Jungle (Boss Only, and only when summoned by activating [[Quests_Act_Three#Quest_Two:_The_Blade_of_the_Old_Religion|The Gidbinn]])&lt;br /&gt;
|-&lt;br /&gt;
| '''Fetish'''&lt;br /&gt;
| '''Act 3: '''Spider Forest, Great Marsh, The Swampy Pit 1, 3 (Only as boss pack of a Fetish Shaman).&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| '''Act 3: '''Swampy Pit 3, Flayer Jungle, Flayer Dungeon 1-3,&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer'''&lt;br /&gt;
| '''Act 3: '''Flayer Jungle, Flayer Dungeon 1-3.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Flayer'''&lt;br /&gt;
| Halls of Anguish, Halls of Vaught&lt;br /&gt;
|-&lt;br /&gt;
| '''Soul Killer '''&lt;br /&gt;
| Worldstone Keep 1-2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:demons]]&lt;br /&gt;
[[category:Guest Monsters]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Tentacle_Beast&amp;diff=9619</id>
		<title>Tentacle Beast</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Tentacle_Beast&amp;diff=9619"/>
				<updated>2008-11-05T21:11:23Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}Tentacle Beasts are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Tentacle Beasts are a species of aquatic reptile that inhabit the waterways of the Kehjistan jungle. Travelers should be extremely wary of these creatures, especially when near pools of water, streams, or rivers. Bubbles rippling across the surface of a body of water are a telltale sign that a Tentacle Beast waits below. Fearsome to look upon, these reptiles are also extremely dangerous. They secret a poisonous saliva, which they spit from their mouths with incredible force, often knocking targets off their feet. Occasionally, groups of Tentacle Beasts work together, with one using the poisonous missiles to knock prey into the maw of another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found in the rivers and moats of [[Act Two]], Tentacle beasts are snake like monsters with a head that bites and spits, and tails that deal [[melee]] damage when attackers approach too closely.  The tails can be killed without slowing the head, but if the head is taken out the tails will vanish beneath the surface, never to return.&lt;br /&gt;
&lt;br /&gt;
These monsters never drop any items, but they can be leeched from and are worth [[experience]] points.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''[[Normal]] / [[Nightmare]] / [[Hell]].'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Tentacle Beasts are stationary and have no movement speed. They do not drop items of any kind and are never found in champion or boss forms.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Head'''&lt;br /&gt;
| 18 / 51 / 80&lt;br /&gt;
| 213 / 9204 / 57720&lt;br /&gt;
| 90 / 708 / 1563&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Tail'''&lt;br /&gt;
| 18 / 51 / 80&lt;br /&gt;
| 265 / 5310 / 33300&lt;br /&gt;
| 90 / 602 / 1329&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Head'''&lt;br /&gt;
| 20 / 50 / 80&lt;br /&gt;
| 261 / 8603 / 57720&lt;br /&gt;
| 102 / 696 / 1563&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Tail'''&lt;br /&gt;
| 20 / 50 / 80&lt;br /&gt;
| 321 / 4963 / 33300&lt;br /&gt;
| 102 / 592 / 1329&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Head'''&lt;br /&gt;
| 22 / 52 / 84&lt;br /&gt;
| 312 / 9757 / 64786&lt;br /&gt;
| 112 / 720 / 1634&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Tail'''&lt;br /&gt;
| 22 / 52 / 84&lt;br /&gt;
| 388 / 5629 / 37377&lt;br /&gt;
| 112 / 612 / 1389&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
The poison spit attack is a magical projectile and therefore always hits (barring blocking or avoid type skills). The damage is the same on all difficulty levels, which is surely a bug/oversight by the programmers.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Poison Spit (Head)&lt;br /&gt;
! Melee Attack (Tail)&lt;br /&gt;
! Melee AR&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Head'''&lt;br /&gt;
| 34-56 over 32s (1.7-1.8/sec)&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Tail'''&lt;br /&gt;
| 9-18 / 30-51 / 63-109&lt;br /&gt;
| 162 / 907 / 2896&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Head'''&lt;br /&gt;
| 34-56 over 32s (1.7-1.8/sec)&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Tail'''&lt;br /&gt;
| 10-20 / 28-49 / 63-109&lt;br /&gt;
| 185 / 891 / 2896&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Head'''&lt;br /&gt;
| 34-56 over 32s (1.7-1.8/sec)&lt;br /&gt;
| --&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Tail'''&lt;br /&gt;
| 11-22 / 30-51 / 65-112&lt;br /&gt;
| 207 / 923 / 3033&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec. Some monsters regen 50% or 100% faster.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Head'''&lt;br /&gt;
| 90 / 708 / 1563&lt;br /&gt;
| 24%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher Tail'''&lt;br /&gt;
| 90 / 602 / 1329&lt;br /&gt;
| 24%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Head'''&lt;br /&gt;
| 102 / 696 / 1563&lt;br /&gt;
| 27%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker Tail'''&lt;br /&gt;
| 102 / 592 / 1329&lt;br /&gt;
| 27%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Head'''&lt;br /&gt;
| 112 / 720 / 1634&lt;br /&gt;
| 29%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher Tail'''&lt;br /&gt;
| 112 / 612 / 1389&lt;br /&gt;
| 29%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
The heads and tails have identical resistances for each type of Tentacle Beast.&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Magic&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
| '''Water Watcher'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''River Stalker'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Stygian Watcher'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Giant_Mosquito&amp;diff=9618</id>
		<title>Giant Mosquito</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Giant_Mosquito&amp;diff=9618"/>
				<updated>2008-11-05T21:00:48Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}'''Giant Mosquitos''' are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
The wet, humid atmosphere of the Kehjistan rainforest is an environment perfect for fly and mosquito larvae. Pools of stagnant water gather after the frequent rain storms, providing excellent spots for the adults of these species to lay their eggs. Some of the mosquitoes found here are enormous, with wingspans as large as four feet. Luckily the larger species are also much more rarely encountered than their smaller cousins.&lt;br /&gt;
&lt;br /&gt;
Giant mosquitoes, referred to locally as “suckers,” are known disease carriers. Their large size makes them appropriate targets for hand or missile weapons. These insects can quickly drain the blood from a victim, causing a quick loss of stamina, and making escape extremely difficult. By themselves, Suckers are not usually deadly. However, if other threats lurk nearby, Suckers will drain a victim’s stamina while other creatures move in for the kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These flying insects are not very dangerous, but can be annoying with their stamina-draining attacks and poisonous stings.&lt;br /&gt;
&lt;br /&gt;
Giant Mosquitos are among the least commonly seen monsters in ''Diablo II'', spawning only in a few areas of Act Three. '''Blood Wings '''are almost never seen, spawning only on the very tiny, treasure chest-filled level two of the sewers. There are no Guest Monster giant mosquitos, so once you pass Act Three, they are never seen again. Enjoy the moment if you see a boss pack of them; it's a rare site.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
No type of normal mosquitos can drop items; just gold, potions, and sometimes runes. The Treasure Classes listed are for Champions, Bosses, and their minions, who can drop items of all types.&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Sucker'''&lt;br /&gt;
| 21 / 49 / 79&lt;br /&gt;
| 244 / 4639 / 32280&lt;br /&gt;
| 16-83 / 193-968 / 823-5492&lt;br /&gt;
| 6&lt;br /&gt;
| 24/Ral, 54/Um, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Feeder'''&lt;br /&gt;
| 23 / 51 / 82&lt;br /&gt;
| 295 / 5310 / 35338&lt;br /&gt;
| 18-95 / 207-1037 / 875-5837&lt;br /&gt;
| 6&lt;br /&gt;
| 27/Ral, 57/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Wing'''&lt;br /&gt;
| 23 / 51 / 82&lt;br /&gt;
| 295 / 5310 / 35338&lt;br /&gt;
| 18-95 / 207-1037 / 875-5837&lt;br /&gt;
| 6&lt;br /&gt;
| 27/Ral, 57/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack #1&lt;br /&gt;
! Attack Rating #1&lt;br /&gt;
! Stamina Drain&lt;br /&gt;
! Poison Sting&lt;br /&gt;
|-&lt;br /&gt;
| '''Sucker'''&lt;br /&gt;
| 7-17 / 20-38 / 45-86&lt;br /&gt;
| 197 / 874 / 2862&lt;br /&gt;
| 60% chance of:&amp;lt;br /&amp;gt; 49-59 / 205-246 / 455-546&lt;br /&gt;
| '''Norm:''' 3-6 over 8s (.4-.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 13-16 over 8s (1.6-2/sec)&amp;lt;br /&amp;gt;'''Hell:''' 25-28 over 8s (3.1-3.5/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Feeder'''&lt;br /&gt;
| 8-18 / 21-40 / 46-88&lt;br /&gt;
| 213 / 907 / 2964&lt;br /&gt;
| 70% chance of:&amp;lt;br /&amp;gt; 60-69 / 215-258 / 470-564&lt;br /&gt;
| '''Norm:''' 3-6 over 8s (.4-.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 13-16 over 8s (1.6-2/sec)&amp;lt;br /&amp;gt;'''Hell:''' 25-28 over 8s (3.1-3.5/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Wing'''&lt;br /&gt;
| 8-19 / 22-41 / 48-91&lt;br /&gt;
| 223 / 939 / 3067&lt;br /&gt;
| 90% chance of:&amp;lt;br /&amp;gt; 80-89 / 220-264 / 480-576&lt;br /&gt;
| '''Norm:''' 3-6 over 8s (.4-.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 13-16 over 8s (1.6-2/sec)&amp;lt;br /&amp;gt;'''Hell:''' 25-28 over 8s (3.1-3.5/sec)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most ''Diablo II'' monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Sucker'''&lt;br /&gt;
| 107 / 649 / 1468&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Feeder'''&lt;br /&gt;
| 117 / 672 / 1518&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Wing'''&lt;br /&gt;
| 122 / 590 / 1332&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [ [Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Sucker'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Feeder'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Wing'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
There are no Guest Monster giant mosquitos. Act Five is too cold for stagnant pools of water.&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Sucker'''&lt;br /&gt;
| '''Act 3: '''Spider Forest&lt;br /&gt;
|-&lt;br /&gt;
| '''Feeder'''&lt;br /&gt;
| '''Act 3: '''Swampy Pit 3 (Normal only, boss only), Sewers 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Wing'''&lt;br /&gt;
| '''Act 3: '''Sewers 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Giant_Spider&amp;diff=9617</id>
		<title>Giant Spider</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Giant_Spider&amp;diff=9617"/>
				<updated>2008-11-05T20:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Giant Spiders are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Several species of giant arachnids inhabit the jungle regions of Kehjistan. One of the most deadly of these spiders, the Poison Spinner, is found not far from the city of Kurast. Even in their largest forms, the giant arachnids had never been much of a problem for the inhabitants of the tropical forests. The Prime Evils have changed them, however, as large numbers of the spiders now actively seek meals of the human variety. These creatures are highly poisonous and generally have fatal bites. Despite their defenses they often flee when struck, sometimes spinning webs to entangle and slow pursuers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Giant Spiders are large melee attacking monsters. They do solid physical damage and some types can add fire or very nasty poison damage to their bites. When low on health, giant spiders will sometimes flee to a corner where they can regenerate their hit points. When they flee they leave a sticky, footspeed-slowing webbing on the floor behind them.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| 11 / 42 / 73&lt;br /&gt;
| 148 / 4237 / 38375&lt;br /&gt;
| 55-69 / 1093-1385 / 5403-9123&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 12/--, 45/Ko, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Spinner'''&lt;br /&gt;
| 21 / 49 / 78&lt;br /&gt;
| 372 / 6804 / 45850&lt;br /&gt;
| 117-148 / 1452-1839 / 6049-10216&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Spider'''&lt;br /&gt;
| 22 / 50 / 79&lt;br /&gt;
| 410 / 7279 / 47345&lt;br /&gt;
| 126-161 / 1504-1905 / 6178-10434&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Spider Magus'''&lt;br /&gt;
| 23 / 53 / 84&lt;br /&gt;
| 454 / 8751 / 54819&lt;br /&gt;
| 134-169 / 1657-2099 / 6825-11527&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 27/Ral, 54/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| Arach&lt;br /&gt;
| -- / 64 /84&lt;br /&gt;
| -- / 16614 / 54819&lt;br /&gt;
| -- / 2220-2812 / 9100-11527&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| --,63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
Most giant spiders have a chance to add poison or fire damage to their melee attack.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Elemental Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| 7-11 / 28-42 / 66-99&lt;br /&gt;
| 92 / 846 / 2952&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Spinner'''&lt;br /&gt;
| 12-20 / 28-43 / 62-93&lt;br /&gt;
| 197 / 972 / 3142&lt;br /&gt;
| &amp;lt;span class=&amp;quot;pois&amp;quot;&amp;gt;'''Poison, 33% chance:&amp;lt;br /&amp;gt; Norm:''' 276-459 over 96sec (2.9-4.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 1538-3844 over 96sec (16.2-40.4/sec)&amp;lt;br /&amp;gt;'''Hell:''' 3413-8531 over 96sec (35.6-88.8/sec)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Spider'''&lt;br /&gt;
| 13-21 / 28-43 / 63-95&lt;br /&gt;
| 207 / 990 / 3180&lt;br /&gt;
| '''Fire Damage, 40% chance:&amp;lt;br /&amp;gt;'''2-5 / 10-20 / 22-45&lt;br /&gt;
|-&lt;br /&gt;
| '''Spider Magus'''&lt;br /&gt;
| 14-22 / 30-46 / 65-98&lt;br /&gt;
| 213 / 1044 / 3370&lt;br /&gt;
| &amp;lt;span class=&amp;quot;pois&amp;quot;&amp;gt;'''Poison, 50% chance to:&amp;lt;br /&amp;gt; Norm:''' 914-1406 over 240sec&amp;lt;/span&amp;gt; (3.8-5.9/sec)&amp;lt;br /&amp;gt;'''Night:''' &amp;lt;span class=&amp;quot;pois&amp;quot;&amp;gt;5156-12375 over 240sec (21.5-51.6/sec)&amp;lt;br /&amp;gt;'''Hell:''' 11016-26438 over 240sec (45.9-110.2/sec)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| -- / 41-62 / 75-112&lt;br /&gt;
| -- / 1242 / 3370&lt;br /&gt;
| '''Poison, 50% chance:&amp;lt;br /&amp;gt; Night: '''6094-14625 over 240s (25.4-60.9/sec&amp;lt;br /&amp;gt;'''Hell: '''11016-26438 over 240s (45.9-110.1/sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
All giant spiders regenerate their hit points 50% faster than normal monsters.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| 55 / 810 / 1944&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Spinner'''&lt;br /&gt;
| 107 / 923 / 2062&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Spider'''&lt;br /&gt;
| 112 / 939 / 2087&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Spider Magus'''&lt;br /&gt;
| 117 / 988 / 2205&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| -- / 1166 / 2205&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| -- / 75 / 50&lt;br /&gt;
| -- / 40 / 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Spinner'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Spider'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;115%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 60%&lt;br /&gt;
|-&lt;br /&gt;
| '''Spider Magus'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 65%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| '''Act 1: '''Catacombs 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Poison Spinner'''&lt;br /&gt;
| '''Act 3: '''Arachnid Lair, Spider Cavern&lt;br /&gt;
|-&lt;br /&gt;
| '''Flame Spider'''&lt;br /&gt;
| '''Act 3: '''Arachnid Lair, Spider Cavern&lt;br /&gt;
|-&lt;br /&gt;
| '''Spider Magus'''&lt;br /&gt;
| '''Act 3: '''Ruined Temple, Disused Fane, Disused Reliquary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Arach'''&lt;br /&gt;
| Halls of Vaught (No boss)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Saber_Cat&amp;diff=9616</id>
		<title>Saber Cat</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Saber_Cat&amp;diff=9616"/>
				<updated>2008-11-05T20:54:54Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Saber Cats are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Saber Cats are a race of bipedal, intelligent beings with many feline features. These cat-beings were once found only in the jungle environments of Kehjistan, trading freely with the cities there. Although always considered somewhat aloof and untrustworthy, the Saber Cats had never before behaved in a threatening manner toward human society. But now, marauding bands of these Cats roam the deserts of Aranoch. Many blame the disappearance of whole caravans upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some enlightened sages believe that the creatures were summoned or otherwise moved en masse through Hellish measures to Aranoch. Saber Cats attack with swords, javelins, whips, and by throwing potions. They are quick to the chase, and enjoy the hunt. They rarely retreat and generally attack in large, well-organized groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These whip-wielding [http://en.wikipedia.org/wiki/Furry_fandom furries] look impressive in screenshots, but are basically paper tigers in the game, dealing little damage and dying very quickly to almost any sort of attack.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 119 / 3296 / 30084&lt;br /&gt;
| 27-46 / 458-764 / 2264-5032&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 15/Nef, 51/Lem, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 15 / 44 / 76&lt;br /&gt;
| 130 / 3527 / 31171&lt;br /&gt;
| 29-50 / 478-797 / 2316-5147&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 17 / 46 / 77&lt;br /&gt;
| 159 / 4040 / 32258&lt;br /&gt;
| 35-57 / 520-867 / 2368-5262&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| 18/Nef, 51/Lem, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 191 / 4626 / 34432&lt;br /&gt;
| 39-65 / 561-935 / 2471-5492&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 60 / 81&lt;br /&gt;
| -- / 9571 / 36607&lt;br /&gt;
| -- / 806-1344 / 3433-5722&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| --, 60/Ist, 84/ Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Elemental Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 5-12 / 18-32 / 42-76&lt;br /&gt;
| 125 / 1728 / 6056&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 5-12 / 18-33 / 43-78&lt;br /&gt;
| 135 / 1764 / 6132&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 6-14 / 19-35 / 39-69&lt;br /&gt;
| 152 / 1836 / 6208&lt;br /&gt;
| '''Cold Damage:&amp;lt;br /&amp;gt;'''-- / (15%) 15-29 (6s) / (50%) 39-87 (10s)&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 6-15 / 20-36 / 40-72&lt;br /&gt;
| 174 / 1908 / 6360&lt;br /&gt;
| '''Fire Damage:&amp;lt;br /&amp;gt;'''-- / (15%) 20-32 / (50%) 45-109&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 24-44 / 46-83&lt;br /&gt;
| -- / 2340 / 6512&lt;br /&gt;
| '''Cold Damage, 15% chance of:'''&amp;lt;br /&amp;gt; -- / 19-29 (6s) / 37-55 (8s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 53 / 642 / 1548&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 56 / 655 / 1567&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 64 / 680 / 1585&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 71 / 705 / 1623&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 856 / 1660&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Normal Maggot Young have no resistances or immunities of any kind. The Guest Monster maggot young is an exception to this rule.&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [ [Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 33% / 50%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste, Halls of the Dead 3, Sewers 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| '''Act 2: '''Dry Hills&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| '''Act 2: '''Lost City&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| Frozen Tundra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Scarab_Demon&amp;diff=9615</id>
		<title>Scarab Demon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Scarab_Demon&amp;diff=9615"/>
				<updated>2008-11-05T20:53:21Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}Scarab Demons are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
A vastly mutated beetle from the region, only Hell could produce something so vile. Scarab Demons are large, mobile insects that rapidly pursue and surround their enemies. When struck, these demons unleash a deadly spread of electrical energy that proves fatal to many attackers. It is perilous to fight these monstrosities without ranged weapons or a suitable resistance to lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scarab Demons are tough melee fighters, capable of teaming up to chop down any character foolish enough to get surrounded. On top of their capable attack rate, deceptively-quick foot speed, and solid damage, all types of Scarabs emit sparks when hit. This can be quite dangerous to characters with fast hitting, low damage attacks, especially those that strike multiple monsters at once. &lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics===&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 211 / 5151 / 47006&lt;br /&gt;
| 32-53 / 534-840 / 2641-5535&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| 16 / 45 / 76&lt;br /&gt;
| 256 / 5897 / 48705&lt;br /&gt;
| 38-62 / 582-915 / 2702-5661&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 18/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| 17 / 45 / 84&lt;br /&gt;
| 281 / 5897 / 62295&lt;br /&gt;
| 40-67 / 582-915 / 3185-6673&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 18/Nef, 48/Ko, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 341 / 7228 / 53801&lt;br /&gt;
| 46-75 / 654-1028 / 2883-6041&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| 24 / 54 / 85&lt;br /&gt;
| 548 / 10543 / 63993&lt;br /&gt;
| 62-104 / 797-1252 / 3245-6800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 27/Ral, 57/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 15673 / 53324&lt;br /&gt;
| -- / 1012-1591 / 4166-6547&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| -- / 65 / 85&lt;br /&gt;
| -- / 17611 / 56314&lt;br /&gt;
| -- / 1060-1666 / 4327-6800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
* All Scarab Demons have a '''shock''' damage listed that deals physical with a % chance of lightning. This is not one of their regular two melee attacks, and it's not clear how this damage is inflicted. It does seem to be enabled in the game, though.&lt;br /&gt;
* Scarab Demons have a % chance to emit charged bolts when they attack, and always do when they are hit. The damage is less than bolts from a Lightning Enchanted boss, but when multiple scarabs are putting them out at once, they can add up quickly.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack #1&lt;br /&gt;
! AR #1&lt;br /&gt;
! Attack #2&lt;br /&gt;
! AR #2&lt;br /&gt;
! Shock&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''5-15 + 5-12&amp;lt;br /&amp;gt; 19-39 + 20-40&amp;lt;br /&amp;gt; 46-93 + 48-97&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 125&amp;lt;br /&amp;gt; 1036&amp;lt;br /&amp;gt; 3633&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''5-12&amp;lt;br /&amp;gt; 19-39&amp;lt;br /&amp;gt; 46-93&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 125&amp;lt;br /&amp;gt; 1209&amp;lt;br /&amp;gt; 4239&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''4-12 + 1-2&amp;lt;br /&amp;gt; 18-37 + 5-11&amp;lt;br /&amp;gt; 50-102 + 13-26&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-17 + 6-13&amp;lt;br /&amp;gt; 20-40 + 20-40&amp;lt;br /&amp;gt; 47-95 + 47-95&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 145&amp;lt;br /&amp;gt; 1080&amp;lt;br /&amp;gt; 3679&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-13&amp;lt;br /&amp;gt; 21-42&amp;lt;br /&amp;gt; 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 145&amp;lt;br /&amp;gt; 1285&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''5-14 + 0-2&amp;lt;br /&amp;gt; 19-38 + 5-11&amp;lt;br /&amp;gt; 51-103 + 13-26&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-17 + 6-14&amp;lt;br /&amp;gt; 20-40 + 20-40&amp;lt;br /&amp;gt; 51-103 + 51-103&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 152&amp;lt;br /&amp;gt; 1080&amp;lt;br /&amp;gt; 4044&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-14&amp;lt;br /&amp;gt; 20-40&amp;lt;br /&amp;gt; 51-103&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 152&amp;lt;br /&amp;gt; 1260&amp;lt;br /&amp;gt; 4718&lt;br /&gt;
| '''Physical + (25%) Light:&amp;lt;br /&amp;gt;'''5-15 + 1-2&amp;lt;br /&amp;gt; 20-40 + 5-11&amp;lt;br /&amp;gt; 57-115 + 14-28&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-19 + 6-15&amp;lt;br /&amp;gt; 22-44 + 22-44&amp;lt;br /&amp;gt; 50-100 + 50-100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 174&amp;lt;br /&amp;gt; 1144&amp;lt;br /&amp;gt; 3816&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-15&amp;lt;br /&amp;gt; 22-44&amp;lt;br /&amp;gt; 50-100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 174&amp;lt;br /&amp;gt; 1335&amp;lt;br /&amp;gt; 4452&lt;br /&gt;
| '''Physical + (25%) Light:&amp;lt;br /&amp;gt;'''5-17 + 1-3&amp;lt;br /&amp;gt; 22-45 + 6-12&amp;lt;br /&amp;gt; 57-115 + 13-27&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''8-24 + 8-19&amp;lt;br /&amp;gt; 24-49 + 24-49&amp;lt;br /&amp;gt; 52-105 + 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 223&amp;lt;br /&amp;gt; 1274&amp;lt;br /&amp;gt; 4089&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''8-19&amp;lt;br /&amp;gt; 24-49&amp;lt;br /&amp;gt; 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 223&amp;lt;br /&amp;gt; 1486&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''7-23 + 2-4&amp;lt;br /&amp;gt; 25-51 + 6-13&amp;lt;br /&amp;gt; 61-123 + 14-28&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 28-57 + 7-15&amp;lt;br /&amp;gt; 51-103 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1468&amp;lt;br /&amp;gt; 3998&lt;br /&gt;
| '''Physical + (10%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 28-57 + 7-15&amp;lt;br /&amp;gt; 51-103 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1713&amp;lt;br /&amp;gt; 4664&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 7-15&amp;lt;br /&amp;gt; 14-28&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 29-58 + 7-15&amp;lt;br /&amp;gt; 52-105 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1512&amp;lt;br /&amp;gt; 4089&lt;br /&gt;
| '''Physical + (10%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 29-58 + 7-15&amp;lt;br /&amp;gt; 52-105 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1764&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt;'''7-15&amp;lt;br /&amp;gt; 14-28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
Scarab Demons differ considerably in their regeneration rates; much more than any other monster type in the game. It's not clear why Blizzard bothered with this since their AI keeps them fighting at melee range, seldom giving them time to heal.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 70 / 887 / 2138&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80 / 922 / 2164&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 85 / 922 / 2369&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 95 / 974 / 2241&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.1%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 122 / 1078 / 2393&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 1235 / 2543&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 1270 / 2393&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- 40 / 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;115%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;10 0%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste, Stony Tomb 1-2&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| '''Act 2: '''Far Oasis, Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Act 2: '''Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi, Tal Rasha's Tombs 1-7&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| '''Act 3: '''Forgotten Temple, Ruined Fane, Disused Reliquary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| Halls of Anguish&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| Worldstone Keep 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Swarm&amp;diff=9614</id>
		<title>Swarm</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Swarm&amp;diff=9614"/>
				<updated>2008-11-05T20:49:31Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}'''Swarms''' are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
The extreme temperatures of Aranoch drive many creatures into varying degrees of insanity. This holds true even for mindless insects. Coupled with demonic influence, large numbers of insects often swirl and twist into tight swarms. These swarms of stinging, biting, and sucking insects consume every living thing in their path. Swarming bugs are difficult to target and are resistant to most attacks. Swift to anger, they are not easily chased off. Their stinging attacks often drain stamina, making it all the more difficult to retreat from combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Swarms are tightly-knit packs of small, gnat-like insects. They are not dangerous, but can be difficult to kill and frustrating for [[melee]] characters to battle, thanks to their high physical resistance and stamina draining attacks. Conversely, characters with elemental attacks will find them quite easy to kill.&lt;br /&gt;
&lt;br /&gt;
Exactly how a swarm of bugs can be injured by an arrow or melee weapon, how they all die at once, and especially how they carry items are mysteries yet to be resolved. &lt;br /&gt;
&lt;br /&gt;
A type of Swarm, &amp;quot;Plague Bugs&amp;quot; are listed in the game files and on Blizzard's site, but are not activated and never actually appear, as of v1.11.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Only boss and champion Swarm can drop items. Regular swarm will only drop potions, most often mana pots.&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Itchies'''&lt;br /&gt;
| 16 / 45 / 76&lt;br /&gt;
| 125 / 2830 / 23378&lt;br /&gt;
| 11-25 / 166-332 / 772-2058&lt;br /&gt;
| 15/Nef, 45/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Locusts'''&lt;br /&gt;
| 17 / 45 / 84&lt;br /&gt;
| 137 / 2830 / 29901&lt;br /&gt;
| 13-27 / 166-332 / 910-2426&lt;br /&gt;
| 15/Nef, 45/Ko, 84/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Swarm'''&lt;br /&gt;
| 22 / 52 / 81&lt;br /&gt;
| 221 / 4503 / 27455&lt;br /&gt;
| 18-36 / 214-428 / 858-2288&lt;br /&gt;
| 21/Ral, 51/Lem, 81/Ber&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
Speed rates a monster's movement speed from 1-10.&lt;br /&gt;
&lt;br /&gt;
Stamina Damage takes X damage directly from a character's stamina.&lt;br /&gt;
&lt;br /&gt;
* Odds of Stamina Drain Attack on successful melee strike:&lt;br /&gt;
** Itchies: 40%&lt;br /&gt;
** Black Locusts: 60%&lt;br /&gt;
** Hell Swarm: 90%&lt;br /&gt;
* Odds of bonus fire damage upon successful melee strike by Hell Swarm:&lt;br /&gt;
** Nightmare: 25% chance.&lt;br /&gt;
** Hell: 40%&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Speed&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Stamina Damage&lt;br /&gt;
! Attack Rating&lt;br /&gt;
|-&lt;br /&gt;
| '''Itchies'''&lt;br /&gt;
| 5 / 5 / 5&lt;br /&gt;
| 8-10 / 16-22 / 39-56&lt;br /&gt;
| (40%) 7-9 / 37-74 / 87-174&lt;br /&gt;
| 145 / 630 / 2146&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Locusts'''&lt;br /&gt;
| 6 / 6 / 6&lt;br /&gt;
| 8-10 / 16-22 / 42-61&lt;br /&gt;
| (60%) 7-9 / 37-74 / 94-188&lt;br /&gt;
| 152 / 630 / 2359&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Swarm'''&lt;br /&gt;
| 8 / 8 / 8&lt;br /&gt;
| '''Norm:''' 11-13&amp;lt;br /&amp;gt;'''Night:''' 19-25, 43-86 fire&amp;lt;br /&amp;gt;'''Hell:''' 41-60, 93-186 fire&lt;br /&gt;
| (90%) 10-12 / 43-86 / 93-186&lt;br /&gt;
| 207 / 718 / 2279&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
Life and mana can never be stolen from any type of Swarm.&lt;br /&gt;
&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Itchies'''&lt;br /&gt;
| 80 / 763 / 1791&lt;br /&gt;
| 15%&lt;br /&gt;
| 0 / 0 / 0&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Locusts'''&lt;br /&gt;
| 85 / 763 / 1960&lt;br /&gt;
| 16%&lt;br /&gt;
| 0 / 0 / 0&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Swarm'''&lt;br /&gt;
| 112 / 864 / 1897&lt;br /&gt;
| 23%&lt;br /&gt;
| 0 / 0 / 0&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
All types of Swarm are physical immune on Hell difficulty, but they have low hit points and no resistance to anything else but lightning, so they're not difficult to kill with most types of elemental attack.&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Magic&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
| '''Itchies'''&lt;br /&gt;
| 60% / 70% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Locusts'''&lt;br /&gt;
| 70% / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;10 0%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Swarm'''&lt;br /&gt;
| 90% / 90% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;10 0%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 40% / 70% / 70%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Vulture_Demon&amp;diff=9613</id>
		<title>Vulture Demon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Vulture_Demon&amp;diff=9613"/>
				<updated>2008-11-05T20:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Demons}}|{{Undead}}|{{Guest Monsters}}}}&lt;br /&gt;
&lt;br /&gt;
Believed to be the mutated offspring of the large, native vultures that once inhabited these deserts, vulture demons seek only to kill and consume mortal beings that cross their paths. The giant vultures of old were, for the most part, scavengers who ate only the dead or dying. Now befouled, these creatures circle the desert in search of live prey. Their razor sharp beaks and talons can cause deep wounds, and a group of these demons can quickly bring down a victim. Although impossible to target while in flight, these vultures must land to attack, and are vulnerable when on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Vulture Demons''' are classified in all three monster types:&lt;br /&gt;
* Carrion Birds are [[Animals]].&lt;br /&gt;
* Undead Scavengers are [[Undead]].&lt;br /&gt;
* Hell Buzzards are [[Demons]].&lt;br /&gt;
* Winged Nightmare [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Vulture Demons are slow moving, giant vultures that may take wing and sail untouchable overhead. They have no air attack, but can crash to earth right next to your character and begin their very fast attack immediately, so keep an eye on them when they're flying.  They hit hard and quickly, and are surprisingly dangerous toe to toe. Many a new character has met their unexpected fate against a pack of these things at close range.&lt;br /&gt;
&lt;br /&gt;
Vultures have no physical resistance and not much blocking, so they aren't difficult to kill toe to toe; just try not to take on too many at once, or let them get in the first hit(s).&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''[[Normal]] / [[Nightmare]] / [[Hell]].'''&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Normal types of Carrion Birds do not drop weapons or armor, though they will drop small items like potions, scrolls, and runes. Bosses and Champions drop items, and the TC/Rune figures listed are for them.&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 140 / 3296 / 30084&lt;br /&gt;
| 32-51 / 458-687 / 2264-4528&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 45/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead Scavenger'''&lt;br /&gt;
| 15 / 44 / 76&lt;br /&gt;
| 154 / 3527 / 31171&lt;br /&gt;
| 34-55 / 478-717 / 2316-4632&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 45/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Buzzard'''&lt;br /&gt;
| 22 / 52 / 80&lt;br /&gt;
| 301 / 6004 / 35520&lt;br /&gt;
| 55-89 / 642-963 / 2523-5046&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Winged Nightmare'''&lt;br /&gt;
| 23 / 50 / 81&lt;br /&gt;
| 331 / 5294 / 36607&lt;br /&gt;
| 57-95 / 601-902 / 2575-5149&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 21/Ral, 51/Lem, 81/Ber&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| -- / 60 / 81&lt;br /&gt;
| -- / 9571 / 36607&lt;br /&gt;
| -- / 765-1148 / 3364-5046&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| --, 60/Ist, 84/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
Vulture Demons have only their one kind of melee attack, though it's a very quick one. The Guest Monster carrion bird has a % chance to add poison damage to its melee attack.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| 9-12 / 28-39 / 68-93&lt;br /&gt;
| 125 / 734 / 2573&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead Scavenger'''&lt;br /&gt;
| 9-12 / 29-40 / 69-95&lt;br /&gt;
| 135 / 749 / 2606&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Buzzard'''&lt;br /&gt;
| 13-17 / 34-47 / 72-100&lt;br /&gt;
| 207 / 872 / 2735&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Winged Nightmare'''&lt;br /&gt;
| 14-18 / 32-45 / 74-102&lt;br /&gt;
| 213 / 841 / 2767&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| -- / 38-52 / 72-100&lt;br /&gt;
| -- / 923 / 2735&lt;br /&gt;
| '''Norm: --&amp;lt;br /&amp;gt; Night, 25%: '''93 over 6s, (15.5/sec)&amp;lt;br /&amp;gt;'''Hell, 25%: '''235 over 8s, (29.3/sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| 70 / 520 / 1253&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;1.2%&amp;lt;/center&amp;gt;&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead Scavenger'''&lt;br /&gt;
| 75 / 530 / 1269&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Buzzard'''&lt;br /&gt;
| 112 / 612 / 1328&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Winged Nightmare'''&lt;br /&gt;
| 117 / 591 / 1343&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| -- / 673 / 1328&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
Normal Maggot Young have no resistances or immunities of any kind. The Guest Monster maggot young is an exception to this rule.&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead Scavenger'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Buzzard'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Winged Nightmare'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| -- / 0% / 10%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste,&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead Scavenger'''&lt;br /&gt;
| '''Act 2: '''Dry Hills, Far Oasis&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Buzzard'''&lt;br /&gt;
| '''Act 3: '''Lower Kurast&lt;br /&gt;
|-&lt;br /&gt;
| '''Winged Nightmare'''&lt;br /&gt;
| '''Act 3: '''Flayer Jungle, Upper Kurast&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carrion Bird'''&lt;br /&gt;
| Bloody Foothills, Frozen Tundra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Leaper&amp;diff=9612</id>
		<title>Leaper</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Leaper&amp;diff=9612"/>
				<updated>2008-11-05T20:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Leapers are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
These pesky creatures largely inhabit the desert regions. Although other species are known to exist, the desert leapers are the most common. Leapers get their name from their tremendous leaping ability. As a result, these extremely agile creatures make for difficult targets. Leapers are versatile animals and the desert variety has an extremely slow resting metabolism to minimize water use and storage. The harsh environment of the Aranoch, however, leaves little room for mistakes, and these creatures never pass up the opportunity to eat or drink. Packs sighting a potential meal leave their resting spots and work together to bring down their quarry with great tenacity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leapers are aptly-named, since they regularly propel themselves in wild hopping attacks. They also engage in ankle-slashing melee combat, and can even deal poison damage on Nightmare and Hell difficulties.&lt;br /&gt;
&lt;br /&gt;
Killing Leapers can be time-consuming, since they flop backwards when they are hit, moving out of melee range each time. They also tend to run if chased. It's best to stand and wait for them to come to you, and try to knock them back into a wall or other object so they will hold still and die. Leapers can be frozen, locking them into place, and they are highly susceptible to ranged attacks, such as Strafe.&lt;br /&gt;
&lt;br /&gt;
Leapers cannot be Revived by the [[Necromancer]]'s spell, though skeletons can be raised from their corpses.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Leaper'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 158 / 3914 / 35724&lt;br /&gt;
| 32-93 / 305-611 / 1509-4025&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| 15/Nef, 45/Ko, 72/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| 15 / 44 / 76&lt;br /&gt;
| 174 / 4188 / 37015&lt;br /&gt;
| 34-100 / 318-637 / 1544-4117&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 18/Nef, 51/Lem, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| 17 / 46 / 77&lt;br /&gt;
| 211 / 4798 / 38306&lt;br /&gt;
| 38-115 / 346-693 / 1578-4209&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Tree Lurker'''&lt;br /&gt;
| 22 / 52 / 80&lt;br /&gt;
| 341 / 7130 / 42180&lt;br /&gt;
| 55-161 / 428-856 / 1682-4485&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 24/Ral, 54/Um, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Cliff Lurker'''&lt;br /&gt;
| 26 / 56 / 82&lt;br /&gt;
| 497 / 9003 / 44762&lt;br /&gt;
| 68-204 / 483-966 / 1751-4469&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 33/Sol, 57/Um, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| -- / 61 / 82&lt;br /&gt;
| -- / 12046 / 44762&lt;br /&gt;
| -- / 51-1103 / 2334-4669&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| --, 60/Ist, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 13536 / 46053&lt;br /&gt;
| -- / 305-611 / 2012-4025&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
* Leapers have a chance to deal additional poison damage when they make a successful hit.&lt;br /&gt;
* On Nightmare and Hell, they may land extra bonus leaping attacks. (On normal they leap, but do no damage with their leaps.)&lt;br /&gt;
* Guest Monster leapers add bonus cold damage to their melee and leaping attacks.)&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Dmg&lt;br /&gt;
! Elemental Dmg&lt;br /&gt;
! Leap Attack&lt;br /&gt;
! Attack Ratings&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Leaper'''&lt;br /&gt;
| 6-12 / 23-43 / 55-102&lt;br /&gt;
| '''Poison Damage: Norm:''' --&amp;lt;br /&amp;gt;'''Night, 5%:''' 14 over 4sec (3.5/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 75 over 6s (12.5/sec)&lt;br /&gt;
| -- / 19-36 / 46-85&lt;br /&gt;
| '''Melee:''' 125 / 864 / 3028&amp;lt;br /&amp;gt;'''Leap:''' -- / 777 / 2725&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| 6-12 / 24-44 / 56-104&lt;br /&gt;
| '''Poison Damage: Norm:''' --&amp;lt;br /&amp;gt;'''Night, 5%:''' 14 over 4s (3.6/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 76 over 6s (12.7/sec)&lt;br /&gt;
| -- / 20-37 / 47-87&lt;br /&gt;
| '''Melee:'''152 / 918 / 3104&amp;lt;br /&amp;gt;'''Leap:''' -- / 826 / 2793&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| 7-14 / 25-46 / 56-104&lt;br /&gt;
| '''Poison Damage: Norm:''' --&amp;lt;br /&amp;gt;'''Night, 5%:''' 15 over 4s (3.8/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 76 over 6s (12.7/sec)&lt;br /&gt;
| &amp;lt;br /&amp;gt; -- / 21-39 / 47-87&lt;br /&gt;
| '''Melee:''' 135 / 882 / 3066&amp;lt;br /&amp;gt;'''Leap:''' -- / 793 / 2759&lt;br /&gt;
|-&lt;br /&gt;
| '''Tree Lurker'''&lt;br /&gt;
| 9-17 / 27-51 / 59-109&lt;br /&gt;
| '''Poison Damage: Norm:''' --&amp;lt;br /&amp;gt;'''Night, 5%:''' 17 over 4s (4.2/sec)&amp;lt;br /&amp;gt;'''Hell, 10%''' 80 over 6s (13.3/sec)&lt;br /&gt;
| -- / 23-43 / 50-91&lt;br /&gt;
| '''Melee:''' 207 / 1026 / 3218&amp;lt;br /&amp;gt;'''Leap:''' -- / 923 / 2896&lt;br /&gt;
|-&lt;br /&gt;
| '''Cliff Lurker'''&lt;br /&gt;
| 10-20 / 30-56 / 60-111&lt;br /&gt;
| '''Poison Damage: Norm:''' --&amp;lt;br /&amp;gt;'''Night, 5%:''' 18 over 4s (4.6/sec)&amp;lt;br /&amp;gt;'''Hell, 10%:''' 82 over 6s (13.6/sec)&lt;br /&gt;
| -- / 25-47 / 51-93&lt;br /&gt;
| '''Melee:''' 246 / 1098 / 3294&amp;lt;br /&amp;gt;'''Leap:''' -- / 988 / 2964&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| -- / 33-61 / 60-111&lt;br /&gt;
| '''Cold Damage: &amp;lt;br /&amp;gt;'''-- / 16-33 (3 sec) /30-61 (4 sec)&lt;br /&gt;
| '''Night: '''28-51 + 17-34 (Cold, 3s)&amp;lt;br /&amp;gt;'''Hell: '''51-93 + 31-62 (Cold, 4s)&lt;br /&gt;
| '''Melee:''' -- / 1188 / 3294&amp;lt;br /&amp;gt;'''Leap:''' -- / 1069 / 2964&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| -- / 33-62 / 61-112&lt;br /&gt;
| '''Cold Damage: &amp;lt;br /&amp;gt;'''-- / 17-34 (3 sec) / 31-62 (4 sec)&lt;br /&gt;
| '''Night: '''28-52 + 17-34 (Cold, 3s)&amp;lt;br /&amp;gt;'''Hell: '''51-94 + 31-62 (Cold, 4s)&lt;br /&gt;
| '''Melee:''' -- / 1224 / 3332&amp;lt;br /&amp;gt;'''Leap:''' -- / 1101 / 2998&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Leaper'''&lt;br /&gt;
| 70 / 795 / 1917&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| 75 / 811 / 1940&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| 85 / 842 / 1963&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Tree Lurker'''&lt;br /&gt;
| 112 / 936 / 2031&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Cliff Lurker'''&lt;br /&gt;
| 131 / 998 / 2077&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| -- / 1076 / 2077&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.1%&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| -- / 795 / 1917&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.1%&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Leaper'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 50% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 50% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 40% / 60% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Tree Lurker'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 20% / 70% / 80%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 40% / 70% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Cliff Lurker'''&lt;br /&gt;
| 20% / 20% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 60% / 80% / 80%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 40% / 70% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 50% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 25% / 0%&lt;br /&gt;
| -- / 0% / 15%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 50% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 25% / 0%&lt;br /&gt;
| -- / 0% / 15%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Leaper'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| '''Act 2: '''Lost City&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| '''Act 2: '''Dry Hills&lt;br /&gt;
|-&lt;br /&gt;
| '''Tree Lurker'''&lt;br /&gt;
| '''Act 3: '''Lower Kurast&lt;br /&gt;
|-&lt;br /&gt;
| '''Cliff Lurker'''&lt;br /&gt;
| '''Act 4: '''Outer Steppes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cave Leaper'''&lt;br /&gt;
| Crystalline Passage&lt;br /&gt;
|-&lt;br /&gt;
| '''Tomb Creeper'''&lt;br /&gt;
| Halls of Anguish&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sand_Maggot&amp;diff=9611</id>
		<title>Sand Maggot</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sand_Maggot&amp;diff=9611"/>
				<updated>2008-11-05T20:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Sand Maggots are [[Animals]]. &lt;br /&gt;
&lt;br /&gt;
Sand Maggots, named for their burrowing abilities, are actually arthropods and not worms at all. These insects were once a staple diet for those that resided in the desert regions. The eggs were gathered and prepared as a protein-rich paste.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Serving to supplement the dry foods naturally available in the region, the paste enhanced the nutritive value and flavor of meals. Now, however, the eggs, larvae, and flesh of the adults have acquired poisonous properties. Adults of the species even spit a poisonous substance that is not only toxic, but corrosive to unprotected flesh. In maturity, the chitinous exoskeleton of a Maggot is tough to penetrate, although once pierced, the creature is easily felled. Sand Maggots can burrow into the earth and often lie in wait for potential meals. This same ability is used to quickly retreat from threats, allowing the beast time to heal before re-emerging in another location to attack the unwary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These giant insects lay [[Sand Maggot Egg]]s from which [[Sand Maggot Young]] are disgorged. Each maggot can only lay so many eggs, generally 1 on Normal, 2 on Nightmare, and 3 on Hell, providing they live long enough to do so. When low on health, sand maggots will sometimes burrow down into the earth, vanishing from harm for several seconds. They will eventually resurface in the exact spot they went down, so it's not too difficult to wait them out.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Maggot'''&lt;br /&gt;
| 16 / 45 / 76&lt;br /&gt;
| 239 / 5897 / 48705&lt;br /&gt;
| 77-97 / 915-1248 / 4246-7720&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Rock Worm'''&lt;br /&gt;
| 17 / 45 / 84&lt;br /&gt;
| 263 / 5897 / 62295&lt;br /&gt;
| 83-103 / 915-1248 / 5005-9100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 48/Ko, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Devourer'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 316 / 7228 / 53801&lt;br /&gt;
| 95-117 / 1028-1402 / 4530-8238&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 18/Nef, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant Lamprey'''&lt;br /&gt;
| 21 / 50 / 79&lt;br /&gt;
| 386 / 8272 / 53801&lt;br /&gt;
| 108-133 / 1103-1504 / 4530-8238&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot.'''&lt;br /&gt;
| 27 / 57 / 85&lt;br /&gt;
| 683 / 12555 / 63993&lt;br /&gt;
| 158-194 / 1365-1861 / 5100-9273&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 33/Sol, 60/Ist, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| -- / 64 / 84&lt;br /&gt;
| -- / 18880 / 62295&lt;br /&gt;
| -- / 1628-2220 / 6673-9100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack #1&lt;br /&gt;
! AR #1&lt;br /&gt;
! Poison Spit&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Maggot'''&lt;br /&gt;
| 9-20 / 25-40 / 60-95&lt;br /&gt;
| 145 / 675 / 2299&lt;br /&gt;
| '''Norm:''' 6 over 8s (.8/sec)&amp;lt;br /&amp;gt;'''Night:''' 20 over 8s (2.5/sec)&amp;lt;br /&amp;gt;'''Hell:''' 39 over 8s (4.9/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Rock Worm'''&lt;br /&gt;
| 10-21 / 25-40 / 65-103&lt;br /&gt;
| 152 / 675 / 2527&lt;br /&gt;
| '''Norm:''' 12 over 12s (1/sec)&amp;lt;br /&amp;gt;'''Night:''' 33 over 12s (2.7/sec)&amp;lt;br /&amp;gt;'''Hell:''' 61 over 12s (5.8/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Devourer'''&lt;br /&gt;
| 11-23 / 28-44 / 63-100&lt;br /&gt;
| 174 / 715 / 2385&lt;br /&gt;
| '''Norm:''' 19 over 16s (1.2/sec)&amp;lt;br /&amp;gt;'''Night:''' 47 over 16s (2.9/sec)&amp;lt;br /&amp;gt;'''Hell:''' 84 over 16s (5.3/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant Lamprey'''&lt;br /&gt;
| 12-26 / 28-45 / 63-100&lt;br /&gt;
| 197 / 742 / 2385&lt;br /&gt;
| '''Norm:''' 27 over 20s (1.4/sec)&amp;lt;br /&amp;gt;'''Night:''' 63 over 20s (3.1/sec)&amp;lt;br /&amp;gt;'''Hell:''' 109 over 20s (5.5/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot.'''&lt;br /&gt;
| 15-32 / 32-51 / 67-105&lt;br /&gt;
| 256 / 837 / 2556&lt;br /&gt;
| '''Norm:''' 38 over 24s (1.6/sec)&amp;lt;br /&amp;gt;'''Night:''' 80 over 24s (3.3/sec)&amp;lt;br /&amp;gt;'''Hell:''' 136 over 24s (5.7/sec)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| -- / 36-57 / 65-103&lt;br /&gt;
| -- / 831 / 2527&lt;br /&gt;
| '''Norm:''' --&amp;lt;br /&amp;gt;'''Night:''' 40 over 12s (3.3/sec)&amp;lt;br /&amp;gt;'''Hell: '''68 over 12s (5.7/sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Maggot'''&lt;br /&gt;
| 80 / 731 / 1716&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Rock Worm'''&lt;br /&gt;
| 85 / 731 / 1879&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Devourer'''&lt;br /&gt;
| 95 / 772 / 1777&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant Lamprey'''&lt;br /&gt;
| 107 / 800 / 1777&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| 136 / 897 / 1898&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 75 / 50&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| -- / 993 / 1879&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 75 / 50&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Maggot'''&lt;br /&gt;
| 0% / 0% / 6%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Rock Worm'''&lt;br /&gt;
| 0% / 0% / 66%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Devourer'''&lt;br /&gt;
| 0% / 0% / 66%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;115%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant Lamprey'''&lt;br /&gt;
| 0% / 0% / 66%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| 0% / 0% / 66%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;125%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Sand Maggot'''&lt;br /&gt;
| '''Act 2: '''Far Oasis, Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Rock Worm'''&lt;br /&gt;
| '''Act 2: '''Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Devourer'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi&lt;br /&gt;
|-&lt;br /&gt;
| '''Giant Lamprey'''&lt;br /&gt;
| '''Act 3: '''Arachnid Lair, Spider Cavern&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot.'''&lt;br /&gt;
| '''Act 4: '''River of Flame&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Maggot'''&lt;br /&gt;
| Halls of Pain&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Goatman&amp;diff=9610</id>
		<title>Goatman</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Goatman&amp;diff=9610"/>
				<updated>2008-11-05T20:38:37Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Undead}}|{{Guest Monsters}}}}Goatmen are [[Demons]].&lt;br /&gt;
&lt;br /&gt;
These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell’s will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell’s more renowned demons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee attackers armed with a variety of axes and larger polearms, goatmen run fast, swing slow, don't hit particularly hard. These guys are a favorite of many players, due to their grunting, bleating death sound effects. As is true of most melee attackers, they can be dangerous in packs, but aren't much trouble one on one.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Moon Clan'''&lt;br /&gt;
| 4 / 37 / 68&lt;br /&gt;
| 54 / 2470 / 25282&lt;br /&gt;
| 16-20 / 559-726 / 3170-5495&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 6 / 38 / 69&lt;br /&gt;
| 72 / 2645 / 26505&lt;br /&gt;
| 22-28 / 593-770 / 3257-564&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 7 / 38 / 75&lt;br /&gt;
| 81 / 2645 / 33844&lt;br /&gt;
| 25-31 / 593-770 / 3774-6541&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| 6/-, 42/Io, 72/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 10 / 40 / 70&lt;br /&gt;
| 109 / 3028 / 27729&lt;br /&gt;
| 41-51 / 661-859 / 3343-5794&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 12/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 245 / 5204 / 38736&lt;br /&gt;
| 78-97 / 935-1215 / 4119-7139&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 61 / 83&lt;br /&gt;
| 12680 / 48477&lt;br /&gt;
| 1585-1930 / 5133-8332&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 60/Ist, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 62 / 81&lt;br /&gt;
| 13442 / 45759&lt;br /&gt;
| 1623-1976 / 4935-8010&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 11&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 63 / 84&lt;br /&gt;
| 14249 / 49836&lt;br /&gt;
| 1664-2025 / 5232-8493&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| --, 63/Ist, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 61 / 84&lt;br /&gt;
| 12680 / 49836&lt;br /&gt;
| 1585-1930 / 5232-8493&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 60/Ist, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Most goatmen have a % chance to add elemental damage to their melee strikes.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Elemental Damage&lt;br /&gt;
! Attack Rating&lt;br /&gt;
|-&lt;br /&gt;
| '''Moon Clan'''&lt;br /&gt;
| 3-5 / 23-40 / 58-101&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
| 23 / 642 / 2347&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 4-7 / 22-40 / 56-100&lt;br /&gt;
| '''Lightning:''' -- / 3-24 (15%) / 12-68 (20%)&lt;br /&gt;
| 41 / 657 / 2380&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 4-8 / 20-38 / 55-102&lt;br /&gt;
| '''Fire:''' -- / 9-16 (20%) / 34-59 (25%)&lt;br /&gt;
| 52 / 657 / 2573&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 5-11 / 24-42 / 60-104&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt;&lt;br /&gt;
| 80 / 688 / 2412&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 9-19 / 26-48 / 59-109&lt;br /&gt;
| '''Fire:''' -- / 12-20 (25%) / 36-63 (30%)&lt;br /&gt;
| 174 / 810 / 2703&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 40-71 / 75-131&lt;br /&gt;
| '''Cold: '''50%: -- / 12-25 (6sec) / 23-47 (9sec)&lt;br /&gt;
| 1009 / 2832&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 40-71 / 74-130&lt;br /&gt;
| '''Fire: '''50%: -- / 7-17 / 14-31&lt;br /&gt;
| 1025 / 2767&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 41-72 / 75-131&lt;br /&gt;
| '''Cold:''' 50%: -- / 7-16 (2sec) / 13-30 (3sec)&lt;br /&gt;
| 1040 / 2864&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 40-71 / 75-131&lt;br /&gt;
| '''Cold: '''60%: -- / 12-25 (6sec) / 23-46 (9sec)&lt;br /&gt;
| 1009 / 2864&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Moon Clan'''&lt;br /&gt;
| 12 / 324 / 811&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 90% / 80%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 18 / 331 / 822&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 90% / 80%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 21 / 331 / 885&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 90% / 80%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 30 / 345 / 832&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 90% / 80%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 58 / 403 / 927&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 90% / 80%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 745 / 1454&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 90% / 80%&lt;br /&gt;
| -- / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 756 / 1422&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 90% / 80%&lt;br /&gt;
| -- / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 766 / 1470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 90% / 80%&lt;br /&gt;
| -- / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 745 / 1470&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 90% / 80%&lt;br /&gt;
| -- / 40% / 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Moon Clan'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 30% / 50% / 50%&lt;br /&gt;
| 20% / 50% / 75%&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 40% / 70% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
| 0% / 0% / 0 %&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- /&amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt; 100%&amp;lt;/font&amp;gt; / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;135%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 25% / 25%&lt;br /&gt;
| -- / 50% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100% &amp;lt;/font&amp;gt; / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 25% / 25%&lt;br /&gt;
| -- / 50% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt; / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;165%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 50% / 50%&lt;br /&gt;
| -- / 50% / 50%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| -- / 0% / 40%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt; / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;165%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 25% / 25%&lt;br /&gt;
| -- / 50% / 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Moon Clan'''&lt;br /&gt;
| '''Act 1:''' Field of Stones&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| '''Act 1:''' Black Moor, Tristram&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| '''Act 1:''' Forgotten Tower 1-5.&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| '''Act 1:''' Barracks, Jail 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| '''Act 2:''' Arcane Sanctuary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Clan'''&lt;br /&gt;
| Arreat Plateau, Drifter Cavern&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Clan'''&lt;br /&gt;
| Halls of Pain&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Clan'''&lt;br /&gt;
| Frozen Tundra&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Clan'''&lt;br /&gt;
| Pit of Archeron&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Corrupt_Rogue&amp;diff=9605</id>
		<title>Corrupt Rogue</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Corrupt_Rogue&amp;diff=9605"/>
				<updated>2008-11-05T18:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Demons}}|{{Guest Monsters}}}}Corrupt Rogues are [[Demons]].&lt;br /&gt;
&lt;br /&gt;
The corruption of the Sisterhood is perhaps the worst atrocity that the surviving Rogues endure. The sight of their own sisters, marching against them in service of their enemy, drives the Sisterhood into deep despair. The tainted Sisters are seldom caught alone, preferring to attack in groups. Many of the corrupted ones have forgotten their skills with ranged weapons, or are so driven by Hell’s rage, that they blindly melee with whatever weapon is at hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupt Rogues are humanoid females who generally spawn in packs. They possess excellent footspeed, but are not especially skilled with their weapons, nor do they hit very quickly. Some retain their human skills as [[Corrupt Rogue Archer|archers]] and can fire bows with deadly accuracy, but most were driven mad by the corruption and now battle with clubs, swords, or other simple melee weapons. &lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Corrupted Rogues have a walking and a running speed. They are one of the few monsters in the game with this variety of movement rate.&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Walk&lt;br /&gt;
! Run&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Hunter'''&lt;br /&gt;
| 2 / 36 / 67&lt;br /&gt;
| 31 / 2439 / 25396&lt;br /&gt;
| 5-9 / 315-525 / 1850-4112&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Vile Hunter'''&lt;br /&gt;
| 5 / 38 / 68&lt;br /&gt;
| 54 / 2792 / 26687&lt;br /&gt;
| 10-17 / 355-593 / 1902-4227&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Stalker'''&lt;br /&gt;
| 8 / 39 / 69&lt;br /&gt;
| 79 / 2986 / 27978&lt;br /&gt;
| 18-30 / 376-627 / 1954-4342&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| 12/-, 42/Io, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Rogue'''&lt;br /&gt;
| 9 / 40 / 70&lt;br /&gt;
| 86 / 3196 / 29269&lt;br /&gt;
| 20-34 / 396-661 / 2005-4457&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| 12/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Flesh Hunter'''&lt;br /&gt;
| 23 / 53 / 84&lt;br /&gt;
| 311 / 7558 / 47344&lt;br /&gt;
| 57-95 / 663-1105 / 2730-6067&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12&lt;br /&gt;
| 27/Ral, 54/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
Corrupt Rogues have just one basic melee attack. No added elemental damage, nothing!&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack 1&lt;br /&gt;
! Attack Rating 1&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Hunter'''&lt;br /&gt;
| 1-3 / 17-34 / 41-83&lt;br /&gt;
| 12 / 959 / 3541&lt;br /&gt;
|-&lt;br /&gt;
| '''Vile Hunter'''&lt;br /&gt;
| 2-5 / 17-35 / 42-85&lt;br /&gt;
| 31 / 1006 / 3590&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Stalker'''&lt;br /&gt;
| 3-7 / 18-36 / 44-88&lt;br /&gt;
| 63 / 1029 / 3640&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Rogue'''&lt;br /&gt;
| 3-8 / 18-36 / 44-88&lt;br /&gt;
| 74 / 1053 / 3689&lt;br /&gt;
|-&lt;br /&gt;
| '''Flesh Hunter'''&lt;br /&gt;
| 7-18 / 24-48 / 51-103&lt;br /&gt;
| 213 / 1357 / 4381&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Hunter'''&lt;br /&gt;
| 10 / 501 / 1267&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 100% / 100%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Vile Hunter'''&lt;br /&gt;
| 25 / 524 / 1284&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 18%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 100% / 100%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Stalker'''&lt;br /&gt;
| 40 / 535 / 1301&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 100% / 100%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Rogue'''&lt;br /&gt;
| 45 / 547 / 1317&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 33%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 100% / 100%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Flesh Hunter'''&lt;br /&gt;
| 117 / 695 / 1552&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 40%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100% / 100% / 100%&lt;br /&gt;
| 50% / 40% / 33%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Hunter'''&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
|-&lt;br /&gt;
| '''Vile Hunter'''&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Stalker'''&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;130%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Rogue'''&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;140%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
|-&lt;br /&gt;
| '''Flesh Hunter'''&lt;br /&gt;
| 20% / 20% / 40%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;150%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 33%&lt;br /&gt;
| 0% / 0% / 20%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations===&lt;br /&gt;
There are no Corrupt Rogue Guest Monsters.&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Hunter'''&lt;br /&gt;
| '''Act 1:''' Cold Plains&lt;br /&gt;
|-&lt;br /&gt;
| '''Vile Hunter'''&lt;br /&gt;
| '''Act 1:''' Underground Passage 1-2, Dark Wood&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark Stalker'''&lt;br /&gt;
| '''Act 1:'''&amp;lt;nowiki&amp;gt; The Pit 1-2, Forgotten Tower 5 ([[The Countess]]' pack), Tamoe Highland, Monastery Gate&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Rogue'''&lt;br /&gt;
| '''Act 1:''' Outer Cloister, Barracks&lt;br /&gt;
|-&lt;br /&gt;
| '''Flesh Hunter'''&lt;br /&gt;
| '''Act 3:''' Ruined Temple, Disused Fane, Disused Reliquary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Fallen&amp;diff=9604</id>
		<title>Fallen</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Fallen&amp;diff=9604"/>
				<updated>2008-11-05T17:58:40Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Demons}}|{{Guest Monsters}}}}'''Fallen''' are [[Demons]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-fallen3.jpg|frame|left]]These demonic imps have of late become very common throughout the woodlands of the [[Western Kingdoms]]. Small and vicious, many worry that if these beings were to band together in large numbers, they might easily overthrow some of the smaller cities in the region. Luckily, cowardice appears to be one of the chief features of this species, and they quickly retreat at the sight of one of their brethren falling in battle. Although [[Fallen]] seek to congregate together, so far only small encampments have been found, with no obvious overall organization. While there are wild rumors of [[Fallen Shaman]] Priests leading camps of Fallen, supposedly with the power to raise them from the dead, this has yet to be substantiated. [[Carvers]] and [[Dark Ones]], tougher cousins of the Fallen, have also been seen closer to the fringes of civilization, indicating that the Brothers’ sway may be stronger than previously understood.&lt;br /&gt;
&lt;br /&gt;
Fallen may be resurrected by [[Fallen Shaman]]. Raised Fallen are not worth any experience and can not drop items; they're only worth killing once.  Find the Fallen Shaman and kill them first, so they can not prolong the battle.&lt;br /&gt;
&lt;br /&gt;
Fallen have interesting AI. All nearby Fallen will run away from any character who makes a kill; whether of a Fallen or any other monster. Fallen run for a second or two, then turn around and resume their attack. Fallen who can not run since their path is blocked by walls, fences, other monsters, etc, will continue fighting.  Fallen shaman do not flee when they see a death.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
Speed rates a monster's movement speed. 1 is very slow, 10 is fast, with some very fast creatures rated at 10+.&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Fallen'''&lt;br /&gt;
| 1 / 36 / 67&lt;br /&gt;
| 18 / 1669 / 17376&lt;br /&gt;
| 1-4 / 131-288 / 771-2261&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| 5 / 38 / 68&lt;br /&gt;
| 42 / 1910 / 18259&lt;br /&gt;
| 4-9 / 148-326 / 792-2324&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| 7 / 39 / 85&lt;br /&gt;
| 53 / 2043 / 33276&lt;br /&gt;
| 4-12 / 156-344 / 1159-3400&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| 10 / 41 / 71&lt;br /&gt;
| 72 / 2340 / 20909&lt;br /&gt;
| 8-19 / 174-382 / 857-2514&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 12/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Warped One'''&lt;br /&gt;
| 40 / 55 / 83&lt;br /&gt;
| 1206 / 5812 / 31510&lt;br /&gt;
| 45-118 / 293-645 / 1116-3273&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 39/Dol, 66/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| -- / 61 / 83&lt;br /&gt;
| -- / 7776 / 29743&lt;br /&gt;
| -- / 344-739 / 1430-3174&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 60/Ist, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 9261 / 31510&lt;br /&gt;
| -- / 361-795 / 1488-3273&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| -- / 60 / 81&lt;br /&gt;
| -- / 7776 / 29743&lt;br /&gt;
| -- / 366-739 / 1430-3147&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| --, 60/Ist, 84/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Fallen have a chance to add elemental damage to their second attack type.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack 1&lt;br /&gt;
! AR 1&lt;br /&gt;
! Attack 2&lt;br /&gt;
! Elemental&lt;br /&gt;
! AR 2&lt;br /&gt;
|-&lt;br /&gt;
| '''Fallen'''&lt;br /&gt;
| 1-2 / 13-27 / 34-68&lt;br /&gt;
| 8 / 664 / 2451&lt;br /&gt;
| 1-2 / 15-31 / 38-76&lt;br /&gt;
| Fire Damage:&amp;lt;br/&amp;gt; -- / 6-9 (10%) / 15-22 (20%)&lt;br /&gt;
| 8 / 627 / 2315&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| 2-4 / 14-28 / 35-70&lt;br /&gt;
| 31 / 696 / 2485&lt;br /&gt;
| 2-4 / 16-32 / 39-78&lt;br /&gt;
| Cold Damage:&amp;lt;br /&amp;gt; -- / 4-6 (6s) (10%) / 12-16 (8s) (20%)&lt;br /&gt;
| 31 / 657 / 2347&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| 2-5 / 14-29 / 43-86&lt;br /&gt;
| 52 / 712 / 3067&lt;br /&gt;
| 2-5 / 16-33 / 48-96&lt;br /&gt;
| Lightning Damage: &amp;lt;br /&amp;gt; -- / 0-16 (10%) / 0-64 (20%)&lt;br /&gt;
| 52 / 673 / 2896&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| 3-7 / 15-31 / 36-72&lt;br /&gt;
| 80 / 745 / 2588&lt;br /&gt;
| 3-7 / 17-35 / 40-81&lt;br /&gt;
| Poison Damage:&amp;lt;br /&amp;gt;'''Norm:''' --&amp;lt;br /&amp;gt;'''Night''': 10% chance of 14-21 over 4s (3.4-5.1/sec)&amp;lt;br /&amp;gt;'''Hell:''' 20% chance of 47-71 over 6s (7.9-11.9/sec)&lt;br /&gt;
| 80 / 703 / 2444&lt;br /&gt;
|-&lt;br /&gt;
| '''Warped One'''&lt;br /&gt;
| 11-23 / 20-40 / 42-84&lt;br /&gt;
| 389 / 972 / 2998&lt;br /&gt;
| 11-24 / 22-45 / 47-94&lt;br /&gt;
| Cold Damage:&amp;lt;br /&amp;gt; -- / 11-13 (7s) (10%) / 19-24 (9s) (10%)&lt;br /&gt;
| 389 / 918 / 2832&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| -- / 22-45 / 42-84&lt;br /&gt;
| -- / 1069 / 2998&lt;br /&gt;
| -- / 20-40 / 37-75&lt;br /&gt;
| Cold Damage:&amp;lt;br /&amp;gt; -- / 19-29 (3s) (10%) / 37-55 (5s) (20%)&lt;br /&gt;
| -- / 1009 / 2832&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| -- / 22-45 / 42-84&lt;br /&gt;
| -- / 1069 / 2998&lt;br /&gt;
| -- / 20-40 / 37-75&lt;br /&gt;
| Lightning Damage:&amp;lt;br /&amp;gt; -- / 15-46 (10%) / 28-84 (20%)&lt;br /&gt;
| -- / 1009 / 2832&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| -- / 22-45 / 42-84&lt;br /&gt;
| -- / 1069 / 2998&lt;br /&gt;
| -- / 19-39 / 37-74&lt;br /&gt;
| Fire Damage:&amp;lt;br /&amp;gt; -- / 24-34 (10%) / 46-65 (20%)&lt;br /&gt;
| -- / 1009 / 2832&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Fallen'''&lt;br /&gt;
| 5 / 369 / 933&lt;br /&gt;
| 9%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| 25 / 386 / 946&lt;br /&gt;
| 16%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| 35 / 394 / 1155&lt;br /&gt;
| 25%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| 50 / 411 / 983&lt;br /&gt;
| 36%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Warped One'''&lt;br /&gt;
| 201 / 529 / 1131&lt;br /&gt;
| 49%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| 100 / 85 / 75&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| -- / 579 / 1131&lt;br /&gt;
| 16%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| -- / 579 / 1131&lt;br /&gt;
| 25%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| -- / 579 / 1131&lt;br /&gt;
| 36%&lt;br /&gt;
| 1.2/sec&lt;br /&gt;
| -- / 85 / 75&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for m details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Magic&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
| '''Fallen'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;125%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 40%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Warped One'''&lt;br /&gt;
| 50% / 66% / 75%&lt;br /&gt;
| 50% / 66% / 75%&lt;br /&gt;
| 50% / 66% / 75%&lt;br /&gt;
| 50% / 66% / 75%&lt;br /&gt;
| 50% / 65% / 75%&lt;br /&gt;
| 50% / 66% / 75%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| 66% / 25%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| 66% / 25%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| 66% / 25%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
| 66% / 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
All types of Fallen spawn as minions to Fallen Shaman in v1.09 and later. (Prior to that patch whole packs of Fallen Shaman spawned with each Fallen Shaman boss.)&lt;br /&gt;
* Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Fallen'''&lt;br /&gt;
| Act 1: Blood Moor (No boss on Normal), Den of Evil (No boss), Cold Plains (No boss), Cave 1-2 (No boss), Field of Stones (No boss), Underground Passage 1-2 (No boss).&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| Act 1: Field of Stones, Underground Passage 1-2, Dark Wood, The Hole 1-2, Black Marsh, Tristram, Tamoe Highland&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| Act 1: The Pit 1-2, The Forgotten Tower 1-5, Tamoe Highland, Outer Cloister (No boss), Barracks (No boss).&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| Jail 1-3, Inner Cloister, Cathedral (No boss), Catacombs 1, 2, 4 (all Cats no boss).&lt;br /&gt;
|-&lt;br /&gt;
| '''Warped One'''&lt;br /&gt;
| Throne of Destruction (No boss, only [[Colenzo the Annihilator]]'s pack)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Carver'''&lt;br /&gt;
| Arreat Plateau, Ancient's Way&lt;br /&gt;
|-&lt;br /&gt;
| '''Devilkin'''&lt;br /&gt;
| Halls of Pain&lt;br /&gt;
|-&lt;br /&gt;
| '''Dark One'''&lt;br /&gt;
| Abaddon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:monsters]]&lt;br /&gt;
[[category:demons]]&lt;br /&gt;
[[category:Guest Monsters]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Wendigo&amp;diff=9603</id>
		<title>Wendigo</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Wendigo&amp;diff=9603"/>
				<updated>2008-11-05T17:52:47Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}Wendigo are [[Animals]]. &lt;br /&gt;
&lt;br /&gt;
[[Image:Mon-wendigo1.jpg|frame|left]]Large but agile, these creatures are most often found in the wilderness, but are also reported to occupy the caves and dungeons of the Western Kingdoms. Sadly, the Gargantuan Beast, Brute, and Yeti (Wendigo subspecies) were previously known to coexist peacefully with humans, avoiding contact whenever possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chaos’ ill effects have changed them, as they are now quick to anger and attack with huge, sweeping blows of their massive claws. Once provoked, they do not relent until their opponent is slain or they themselves have fallen. Few live to tell the tale of an angered Wendigo, but those that have exclaim how nothing is more terrifying than the sound of these angry creatures bearing down on the attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wendigo are great hairy big-footed brutes that can be found in almost every act of the game. They attack with a vicious backhanded slap and a double-fisted overhead crushing blow, and have a fast enough attack rate to create difficulties for unprepared characters.&lt;br /&gt;
&lt;br /&gt;
Wendigo have a unique feature involving their speed.  The more damage they take, the faster they move.  Depending on how low their hit points get, their speed can increase as much as twice the normal amount.&lt;br /&gt;
&lt;br /&gt;
There are no [[Guest Monsters]] of Wendigo. The [[Abominable]]s found in Act Five are a different type of monster, not an upgraded Wendigo with a white coat of paint.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Statistics=&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Gargantuan Beast'''&lt;br /&gt;
| 2 / 36 / 68&lt;br /&gt;
| 48 / 3081 / 33710&lt;br /&gt;
| 11-19 / 761-1102 / 4596-8876&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Brute'''&lt;br /&gt;
| 5 / 38 / 69&lt;br /&gt;
| 84 / 3526 / 35341&lt;br /&gt;
| 23-38 / 859-1245 / 4722-9118&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 6 / -, 42 / Io, 69 / Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Yeti'''&lt;br /&gt;
| 9 / 40 / 70&lt;br /&gt;
| 133 / 4038 / 36972&lt;br /&gt;
| 45-73 / 958-1388 / 4847-9359&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 12 / -, 42 / Io, 69 / Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusher'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 327 / 6939 / 51649&lt;br /&gt;
| 97-157 / 1355-1963 / 5972-11533&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 21 / Ral, 51 / Lem, 78 / Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Wailing Beast'''&lt;br /&gt;
| 23 / 53 / 84&lt;br /&gt;
| 482 / 9547 / 59803&lt;br /&gt;
| 126-204 / 1602-2320 / 6597-12740&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 27 / Ral, 54 / Um, 87 / Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
&lt;br /&gt;
Wailing Beasts have a 15% chance of adding fire damage to their second attack type on Nightmare and Hell difficulties.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack 1&lt;br /&gt;
! Attack 1 AR&lt;br /&gt;
! Elemental&lt;br /&gt;
! Melee AR 2&lt;br /&gt;
! Elemental&lt;br /&gt;
|-&lt;br /&gt;
| '''Gargantuan Beast'''&lt;br /&gt;
| 2-3 / 21-37 / 54-93&lt;br /&gt;
| 12 / 701 / 2623&lt;br /&gt;
| 3-4 / 34-43 / 85-109&lt;br /&gt;
| 12 / 738 / 2762&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Brute'''&lt;br /&gt;
| 3-4 / 22-38 / 56-96&lt;br /&gt;
| 31 / 735 / 2660&lt;br /&gt;
| 5-6 / 35-44 / 88-112&lt;br /&gt;
| 31 / 774 / 2800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Yeti'''&lt;br /&gt;
| 4-7 / 23-39 / 56-96&lt;br /&gt;
| 74 / 769 / 2696&lt;br /&gt;
| 8-9 / 36-46 / 88-112&lt;br /&gt;
| 74 / 810 / 2838&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusher'''&lt;br /&gt;
| 8-13 / 28-48 / 63-109&lt;br /&gt;
| 174 / 906 / 3021&lt;br /&gt;
| 14-18 / 44-56 / 100-127&lt;br /&gt;
| 174 / 954 / 3180&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Wailing Beast'''&lt;br /&gt;
| 9-16 / 30-52 / 65-112&lt;br /&gt;
| 213 / 991 / 3201&lt;br /&gt;
| 17-21 / 48-61 / 103-131&lt;br /&gt;
| 213 / 1044 / 3370&lt;br /&gt;
| Fire Damage: (15%)&amp;lt;br /&amp;gt; -- / 6-15 / 28-47&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Defenses=&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Gargantuan Beast'''&lt;br /&gt;
| 10 / 448 / 1149&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Brute'''&lt;br /&gt;
| 25 / 469 / 1164&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Yeti'''&lt;br /&gt;
| 45 / 489 / 1178&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusher'''&lt;br /&gt;
| 95 / 571 / 1314&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 19%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Wailing Beast'''&lt;br /&gt;
| 117 / 622 / 1388&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 23%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resistances=&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Gargantuan Beast'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Brute'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Yeti'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 20% / 60% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;130%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusher'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;140%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Wailing Beast'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 20% / 50% / 75%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 60% / 80% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
There are no Guest Monster Wendigos. (Their northern cousins the [[Abominable]]s appear all through Act Five, but they are a different monster, not just an upgraded version of the Wendigo.)&lt;br /&gt;
&lt;br /&gt;
* Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Gargantuan Beast'''&lt;br /&gt;
| '''Act 1: '''Den of Evil (No boss), Cold Plains&lt;br /&gt;
|-&lt;br /&gt;
| '''Brute'''&lt;br /&gt;
| '''Act 1: '''&amp;lt;nowiki&amp;gt;Dark Woods (Boss pack only &amp;lt;/nowiki&amp;gt;[[Treehead Woodfist]]&amp;lt;nowiki&amp;gt;), Black Marsh, The Hole 1-2&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Yeti'''&lt;br /&gt;
| '''Act 1: '''Outer Cloister&lt;br /&gt;
|-&lt;br /&gt;
| '''Crusher'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi&lt;br /&gt;
|-&lt;br /&gt;
| '''Wailing Beast'''&lt;br /&gt;
| '''Act 3: '''Ruined Temple, Disused Fane, Disused Reliquary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Spike_Fiend&amp;diff=9602</id>
		<title>Spike Fiend</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Spike_Fiend&amp;diff=9602"/>
				<updated>2008-11-05T17:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Demons}}|{{Guest Monsters}}}}Spike Fiends are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Defensive quills dot the backs of these troublesome creatures. All species of Spike Fiends can fire their quills at range, and more developed variants have a more vicious rate of fire and tend to fire in volleys. At least two subspecies, the Quill Rat and the Thorned Beast, are known to fire their quills without provocation. Caravans traveling to the Rogue Pass have reported several attacks by these aggressive monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These small creatures are basically thorny turrets; they move slowly and largely at random, but they ceaselessly fire quills from their backs, inflicting a constant, needling damage to the players or minions nearest them. Spike Fiends are seldom more dangerous than annoying, but a boss pack with Might, Fanaticism, Extra Strong, or other nasty modifier combinations can be nasty, and might be best avoided.&lt;br /&gt;
&lt;br /&gt;
'''Jungle Urchins''' are listed in the game stats and on Blizzard's site, but they do not appear in the game as of v1.11.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Normal Spike Fiends of all types do not drop any items, just potions, scrolls, and sometimes runes. Champions and Bosses drop items, and theirs are the stats listed below.&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| 1 /36 / 67&lt;br /&gt;
| 21 / 1797 / 18713&lt;br /&gt;
| 1-5 / 105-367 / 616-2878&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| -/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| 5 / 38 / 68&lt;br /&gt;
| 49 / 2057 / 19664&lt;br /&gt;
| 4-14 / 118-415 / 634-2958&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| 3/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorn Beast'''&lt;br /&gt;
| 8 / 39 / 69&lt;br /&gt;
| 71 / 2200 / 20615&lt;br /&gt;
| 6-24 / 125-438 / 651-3039&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| 9 / 40 / 70&lt;br /&gt;
| 78 / 2355 / 21567&lt;br /&gt;
| 6-26 / 132-462 / 668-3119&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 12/-, 45/Ko, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| -- / 58 / 80&lt;br /&gt;
| -- / 7452 / 31080&lt;br /&gt;
| -- / 1148-1531 / 3784-6728&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 60/Ist, 84/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| -- / 58 / 80&lt;br /&gt;
| -- / 7452 / 31080&lt;br /&gt;
| -- / 1148-1531 / 3784-6728&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| -- / 58 / 80&lt;br /&gt;
| -- / 7452 / 31080&lt;br /&gt;
| -- / 1148-1531 / 3784-6728&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 66/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
* Quill rats have a melee hit, and a ranged attack when they fire spines from their backs, like projectile porcupines.&lt;br /&gt;
* On Nightmare and Hell difficulty they fire more quickly and with greater range, and may also add elemental damage.&lt;br /&gt;
* Thorns damage is dealt per hit, to melee attackers.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Melee AR&lt;br /&gt;
! Ranged Attack&lt;br /&gt;
! Elemental&lt;br /&gt;
! Ranged AR&lt;br /&gt;
! Thorns&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| 1-2 / 9-23 / 22-57&lt;br /&gt;
| 8 / 479 / 1770&lt;br /&gt;
| 0-0 / 9-15 / 22-38&lt;br /&gt;
| '''Poison Damage:&amp;lt;br /&amp;gt; Norm: '''--&amp;lt;br /&amp;gt;'''Night:''' 15% chance of 12-18 over 4s, (3.3-4.5/sec)&amp;lt;br /&amp;gt;'''Hell:''' 20% chance of 89-111 over 6s (14.8-186/sec)&lt;br /&gt;
| 10 / 738 / 2724&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| 1-5 / 9-24 / 23-58&lt;br /&gt;
| 31 / 503 / 1795&lt;br /&gt;
| 0-1 / 9-16 / 23-39&lt;br /&gt;
| '''Cold Damage:'''&amp;lt;br /&amp;gt; -- / 8-12 (4s, 5%) / 27-46 (6s, 15%)&lt;br /&gt;
| 44 / 774 / 2762&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorn Beast'''&lt;br /&gt;
| 2-7 / 9-24 / 24-60&lt;br /&gt;
| 63 / 514 / 1820&lt;br /&gt;
| 0-1 / 9-16 / 24-40&lt;br /&gt;
| '''Cold Damage:'''&amp;lt;br /&amp;gt;-- / '''8-13 (4s, 5%) / 28-48 (6s, 15%)&lt;br /&gt;
| 83 / 792 / 2800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| 2-8 / 9-24 / 24-60&lt;br /&gt;
| 74 / 526 / 1844&lt;br /&gt;
| 1-1 / 9-16 / 24-40&lt;br /&gt;
| '''Fire Damage:'''&amp;lt;br /&amp;gt;-- / '''9-14 (5%) / 36-60 (15%)&lt;br /&gt;
| 99 / 810 / 2838&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| -- / 14-36 / 27-68&lt;br /&gt;
| -- / 737 / 2091&lt;br /&gt;
| -- / 14-24 / 27-45&lt;br /&gt;
| '''Poison Damage:&amp;lt;br /&amp;gt; Norm:''' --&amp;lt;br /&amp;gt;'''Night:''' 15% chance of 37 over 2.6s (14.6/sec)&amp;lt;br /&amp;gt;'''Hell: '''15% chance of 141 over 5.3s (26.7/sec)&lt;br /&gt;
| -- / 1134 / 3218&lt;br /&gt;
| -- / 15-20 / 30-40&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| -- / 14-36 / 27-68&lt;br /&gt;
| -- / 737 / 2091&lt;br /&gt;
| -- / 14-24 / 27-45&lt;br /&gt;
| '''Poison Damage:&amp;lt;br /&amp;gt; Norm:''' --&amp;lt;br /&amp;gt;'''Night:''' 15% chance of 39 over 2.6s (14.9/sec)&amp;lt;br /&amp;gt;'''Hell: '''15% chance of 144 over 5.3s (27.3/sec)&lt;br /&gt;
| -- / 1134 / 3218&lt;br /&gt;
| -- / 15-20 / 30-40&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| -- / 14-36 / 27-68&lt;br /&gt;
| -- / 737 / 2091&lt;br /&gt;
| -- / 14-24 / 27-45&lt;br /&gt;
| '''Poison Damage:&amp;lt;br /&amp;gt; Norm:''' --&amp;lt;br /&amp;gt;'''Night: '''15% chance of 40 over 2.6s (15.2/sec)&amp;lt;br /&amp;gt;'''Hell: '''15% chance of 145 over 5.3s (27.5/sec)&lt;br /&gt;
| -- / 1134 / 3218&lt;br /&gt;
| -- / 15-20 / 30-40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
All types of Spike Fiends deal damage back to characters striking them from melee range.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| 5 / 422 / 1067&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| 25 / 441 / 1081&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorn Beast'''&lt;br /&gt;
| 40 / 451 / 1096&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| 45 / 460 / 1109&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| -- / 633 / 1250&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| -- / 633 / 1250&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| -- / 633 / 1250&lt;br /&gt;
| --&lt;br /&gt;
| 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorn Beast'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 40% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 50% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 50% / 75%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* Guest Monsters are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| '''Act 1:''' Blood Moor (No boss on Normal)&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| '''Act 1: '''Dark Wood&lt;br /&gt;
|-&lt;br /&gt;
| '''Thorn Beast'''&lt;br /&gt;
| '''Act 1: '''Tamoe Highland&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| '''Act 1: '''Outer Cloister&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quill Rat'''&lt;br /&gt;
| Bloody Foothills&lt;br /&gt;
|-&lt;br /&gt;
| '''Spike Fiend'''&lt;br /&gt;
| Ancients' Way&lt;br /&gt;
|-&lt;br /&gt;
| '''Razor Spine'''&lt;br /&gt;
| Halls of Pain&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Blood_Hawk&amp;diff=9601</id>
		<title>Blood Hawk</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Blood_Hawk&amp;diff=9601"/>
				<updated>2008-11-05T17:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters|s}}}}Blood Hawks are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Spawned from nests that have infested the wildernesses, these winged monsters assail passersby with quick swooping attacks. They retreat quickly after an attack, and a flock of them can be difficult to eliminate if the nest is not dealt with hastily. Both Foul Crows and Black Raptors have been spied in the regions of Entsteig.&lt;br /&gt;
&lt;br /&gt;
'''Blood hawks''' are small, flying [[melee]] attackers. They squeak and squeal as they claw ineffectually at their enemies, dealing more annoyance than damage. Blood hawks can spawn alone, or emerge from [[Blood Hawk Nests]]. (Blood hawks from nests are worth zero experience and drop no items.)&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** Champions and Bosses can sometimes drop from the next higher TC.&lt;br /&gt;
** The max TC/Rune possible depends on which level a monster spawns in, and can vary  slightly from the listed values (monsters that spawn in later levels can drop higher level items). See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| 4 / 37 / 68&lt;br /&gt;
| 22 / 1098 / 11236&lt;br /&gt;
| 2-6 / 111-251 / 634-1902&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 3/-, 42/Io, 66/Vex&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Hawk'''&lt;br /&gt;
| 6 / 38 / 69&lt;br /&gt;
| 29 / 1175 / 11780&lt;br /&gt;
| 4-8 / 118-266 / 651-1953&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 6/-, 42/Io, 69/Lo&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Raptor'''&lt;br /&gt;
| 16 / 45 / 76&lt;br /&gt;
| 75 / 1887 / 15585&lt;br /&gt;
| 11-25 / 166-374 / 772-2316&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 18/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Cloud Stalker'''&lt;br /&gt;
| 22 / 49 / 79&lt;br /&gt;
| 130 / 2474 / 17216&lt;br /&gt;
| 18-36 / 193-435 / 823-2471&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 24/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| -- / 58 / 80&lt;br /&gt;
| -- / 7985 / 33300&lt;br /&gt;
| -- / 510-701 / 1682-3083&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| --, 60/Ist, 84/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
&lt;br /&gt;
All types of Foul Crow have a % chance to inflict poison damage with their attack.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Poison Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| 1-2 / 21-34 / 54-85&lt;br /&gt;
| 23 / 869 / 3176&lt;br /&gt;
| '''Norm: --'''&amp;lt;br /&amp;gt;'''Night: 15%:''' 24-80 over 8s (3.3-10/sec)&amp;lt;br /&amp;gt;'''Hell: 25%: '''61-201 over 8s (7.6-25.1/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Hawk'''&lt;br /&gt;
| 2-3 / 22-35 / 56-88&lt;br /&gt;
| 41 / 890 / 3220&lt;br /&gt;
| '''Norm: --'''&amp;lt;br /&amp;gt;'''Night: 15%:'''25-83 over 8s&amp;lt;br /&amp;gt;'''Hell: 25%: '''63-206 over 8s (7.8-25.8/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Raptor'''&lt;br /&gt;
| 4-7 / 25-40 / 60-95&lt;br /&gt;
| 145 / 1035 / 3525&lt;br /&gt;
| '''Norm: --'''&amp;lt;br /&amp;gt;'''Night: 15%:'''29-95 over 8s (3.6-11.9/sec)&amp;lt;br /&amp;gt;'''Hell: 25%:: '''68-224 over 8s (8.5-28.4/sec)&lt;br /&gt;
|-&lt;br /&gt;
| '''Cloud Stalker'''&lt;br /&gt;
| 5-10 / 28-45 / 63-100&lt;br /&gt;
| 207 / 1117 / 3657&lt;br /&gt;
| '''Norm: --'''&amp;lt;br /&amp;gt;'''Night: 15%:''' 32-106 over 8s (4-13.2/sec)&amp;lt;br /&amp;gt;'''Hell: 25%: '''71-235 over 8s (8.9-29.3/sec)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| -- / 43-67 / 81-127&lt;br /&gt;
| -- / 1134 / 3218&lt;br /&gt;
| '''15% chance of:&amp;lt;br /&amp;gt; Night:''' 56-186 over 12s (4.7-15.5/sec)&amp;lt;br /&amp;gt;'''Hell: ''' 320-704 over 24s (13.3-29.3/sec)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
&lt;br /&gt;
* [[Regen Rate]] tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| 3 / 648 / 1622&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Hawk'''&lt;br /&gt;
| 5 / 662 / 1644&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Raptor'''&lt;br /&gt;
| 12 / 763 / 1791&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Cloud Stalker'''&lt;br /&gt;
| 17 / 820 / 1855&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| -- / 990 / 1953&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Hawk'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Raptor'''&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 25%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 60% / 80% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Cloud Stalker'''&lt;br /&gt;
| 30% / 40% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 20% / 50% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 60% / 80% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 33%&lt;br /&gt;
| -- / 80% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 25%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 40% / 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| '''Act 1: '''Field of Stones&lt;br /&gt;
|-&lt;br /&gt;
| '''Blood Hawk'''&lt;br /&gt;
| '''Act 1: '''Black Marsh&lt;br /&gt;
|-&lt;br /&gt;
| '''Black Raptor'''&lt;br /&gt;
| '''Act 2: '''Far Oasis&lt;br /&gt;
|-&lt;br /&gt;
| '''Cloud Stalker'''&lt;br /&gt;
| '''Act 3: '''Spider Forest&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Foul Crow'''&lt;br /&gt;
| Bloody Foothills&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9447</id>
		<title>Diablo I Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9447"/>
				<updated>2008-10-30T09:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the transcription of the '''Diablo I Manual'''. The presumed book excerpts from the world of [[Sanctuary]] are here, as are information about the character classes of the game. Make sure to also read the Diablo II: Lord of Destruction manual.&lt;br /&gt;
* '''[[Diablo II Manual]]'''&lt;br /&gt;
* '''[[Diablo II: Lord of Destruction Manual]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Librarius Ex Horadrim==&lt;br /&gt;
===Book I - Of Heaven and Hell===&lt;br /&gt;
====The Great Conflict====&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The [[Great Conflict]]''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Sin War====&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the [[Sin War]]. [[Angel]]s and [[Demon]]s, 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of [[Hell]] sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Dark Exile====&lt;br /&gt;
Seven is the number of the powers of [[Hell]], and Seven is the number of the [[Great Evils]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Prime Evil|Great Evils]]. For ages uncounted each have ruled over their own domains within the [[Burning Hells]], seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the [[Dark Exile]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the [[Prime Evil]]s 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Binding of the Three====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]]. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of [[wizard]]s from the diverse and numerous [[mage clan|mage-clans]] of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstone]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate [[Eastern Sands]]. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Tristram Cathedral|Monastery]] from which they could continue to safeguard the Soulston]. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Book II - The Return of Terror===&lt;br /&gt;
====The Lands of Khanduras====&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Archbishop|Arch Bishop]] [[Lazarus]], made their way to the city of [[Tristram]]. Leoric appropriated the ancient, decrepit [[Tristram Cathedral|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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Awakening====&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the [[Tristram Cathedral|Monastery]]. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of [[Zakarum]] and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the [[Black King]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Darkening of Tristram====&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left [[Diablo]] free to assume total control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of [[Leoric]] fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King's soul was left corrupted and his mind crazed. Diablo began to search throughout [[Khanduras]] for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, [[Lazarus]] kidnapped [[Albrecht]] - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the 'monsters' that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the [[Horadrim]] arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht's shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The [[Burning Hells|Burning Hell]] began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s would be reunited, and together they would reclaim their rightful place in Hell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Fall of the Black King====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Reign of Diablo====&lt;br /&gt;
The [[King Leoric|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 [[Tristram Cathedral|Monastery]]. Misshapen, leathery-skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9446</id>
		<title>Diablo I Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9446"/>
				<updated>2008-10-30T09:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the transcription of the '''Diablo I Manual'''. The presumed book excerpts from the world of [[Sanctuary]] are here, as are information about the character classes of the game. Make sure to also read the Diablo II: Lord of Destruction manual.&lt;br /&gt;
* '''[[Diablo II: Lord of Destruction Manual]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Librarius Ex Horadrim==&lt;br /&gt;
===Book I - Of Heaven and Hell===&lt;br /&gt;
====The Great Conflict====&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The [[Great Conflict]]''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Sin War====&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the [[Sin War]]. [[Angel]]s and [[Demon]]s, 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of [[Hell]] sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Dark Exile====&lt;br /&gt;
Seven is the number of the powers of [[Hell]], and Seven is the number of the [[Great Evils]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Prime Evil|Great Evils]]. For ages uncounted each have ruled over their own domains within the [[Burning Hells]], seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the [[Dark Exile]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the [[Prime Evil]]s 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Binding of the Three====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]]. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of [[wizard]]s from the diverse and numerous [[mage clan|mage-clans]] of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstone]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate [[Eastern Sands]]. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Tristram Cathedral|Monastery]] from which they could continue to safeguard the Soulston]. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Book II - The Return of Terror===&lt;br /&gt;
====The Lands of Khanduras====&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Archbishop|Arch Bishop]] [[Lazarus]], made their way to the city of [[Tristram]]. Leoric appropriated the ancient, decrepit [[Tristram Cathedral|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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Awakening====&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the [[Tristram Cathedral|Monastery]]. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of [[Zakarum]] and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the [[Black King]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Darkening of Tristram====&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left [[Diablo]] free to assume total control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of [[Leoric]] fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King's soul was left corrupted and his mind crazed. Diablo began to search throughout [[Khanduras]] for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, [[Lazarus]] kidnapped [[Albrecht]] - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the 'monsters' that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the [[Horadrim]] arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht's shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The [[Burning Hells|Burning Hell]] began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s would be reunited, and together they would reclaim their rightful place in Hell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Fall of the Black King====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Reign of Diablo====&lt;br /&gt;
The [[King Leoric|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 [[Tristram Cathedral|Monastery]]. Misshapen, leathery-skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9445</id>
		<title>Diablo I Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_I_Manual&amp;diff=9445"/>
				<updated>2008-10-30T09:50:37Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the transcription of the '''Diablo II Manual'''. The presumed book excerpts from the world of [[Sanctuary]] are here, as are information about the character classes of the game. Make sure to also read the Diablo II: Lord of Destruction manual.&lt;br /&gt;
* '''[[Diablo II: Lord of Destruction Manual]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Librarius Ex Horadrim==&lt;br /&gt;
===Book I - Of Heaven and Hell===&lt;br /&gt;
====The Great Conflict====&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The [[Great Conflict]]''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Sin War====&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the [[Sin War]]. [[Angel]]s and [[Demon]]s, 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of [[Hell]] sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Dark Exile====&lt;br /&gt;
Seven is the number of the powers of [[Hell]], and Seven is the number of the [[Great Evils]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Prime Evil|Great Evils]]. For ages uncounted each have ruled over their own domains within the [[Burning Hells]], seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms, the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the [[Dark Exile]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the [[Prime Evil]]s 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s to question the authority of the Three, and so brought about a great rift between the Prime Evils and their servitors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Binding of the Three====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic [[Archangel|Arch-Angel]] [[Tyrael]]. These sorcerers were to hunt the Three Evils and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of [[wizard]]s from the diverse and numerous [[mage clan|mage-clans]] of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstone]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the Soulstones, were then buried beneath the dunes of the desolate [[Eastern Sands]]. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Tristram Cathedral|Monastery]] from which they could continue to safeguard the Soulston]. As ages passed, the Horadrim constructed a network of catacombs beneath the Monastery to house the earthly remains of the martyrs of their Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Book II - The Return of Terror===&lt;br /&gt;
====The Lands of Khanduras====&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 [[Archbishop|Arch Bishop]] [[Lazarus]], made their way to the city of [[Tristram]]. Leoric appropriated the ancient, decrepit [[Tristram Cathedral|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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Awakening====&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the [[Tristram Cathedral|Monastery]]. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of [[Zakarum]] and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the [[Black King]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Darkening of Tristram====&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left [[Diablo]] free to assume total control over the King's battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of [[Leoric]] fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King's soul was left corrupted and his mind crazed. Diablo began to search throughout [[Khanduras]] for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, [[Lazarus]] kidnapped [[Albrecht]] - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy's defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child's soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht's subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the 'monsters' that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the [[Horadrim]] arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht's shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo's possession of young Albrecht, the creatures of the boy's own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The [[Burning Hells|Burning Hell]] began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 Evil]]s would be reunited, and together they would reclaim their rightful place in Hell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Fall of the Black King====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Reign of Diablo====&lt;br /&gt;
The [[King Leoric|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 [[Tristram Cathedral|Monastery]]. Misshapen, leathery-skinned creatures were seen venturing forth from the shadows of the church. Horrible, wounded cries seemed to linger on the wind, emanating from deep underground. It became apparent that something quite unnatural had infested the once holy sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled Tristram, making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
* [[Diablo II Manual]]&lt;br /&gt;
* [[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9428</id>
		<title>Diablo II: Lord of Destruction Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9428"/>
				<updated>2008-10-28T18:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exeter Book, ca. 10th Century==&lt;br /&gt;
So spoke the Wanderer, mindful of hardships and of cruel slaughters.&lt;br /&gt;
&lt;br /&gt;
Each dawn, I rise alone, mired in ancient sorrows. Wretched and deprived of my native land. I have had my mind bound with fetter. For many years, I lay hidden in the concealment of the earth, buried deep in stone. From there, I went, abject and winter-grieving, over the surface of the waves. I sought the prison of my noble kinsman. Sorrow is a cruel companion to one who can afford few friends, and the path of exile attends this mournful spirit.&lt;br /&gt;
&lt;br /&gt;
And so this world, every day, is crumbling and falling. The rulers lie dead, deprived of reverly, bands of warriors lie fallen proud by the wall. War destroyed some, carried them away; a sorrowful man hid one deep within a grave. Thus the creator of men laid waste this dwelling-place, until the old works of giants stood vacant, without the noise of their inhabitants.&lt;br /&gt;
&lt;br /&gt;
So said the Wanderer, set apart in secret meditations.&lt;br /&gt;
&lt;br /&gt;
The kingdom of the earth is full of miseries, and the decree of the fats shall change the course of the heavens.&lt;br /&gt;
&lt;br /&gt;
Inspired by [[The Wanderer]] (Anonymous).&lt;br /&gt;
from the Exeter Book, ca. 10th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Journal of Elder Aust of Haggorath==&lt;br /&gt;
===3rd day of Montaht, Lauds===&lt;br /&gt;
&lt;br /&gt;
My dearest [[Elora]]&lt;br /&gt;
&lt;br /&gt;
It's been ten long years since you were taken from Anya and me. In my mind's eye, I still see your beautiful face and remember the happier days of our time together. It comforts me to write and think that, somehow, you are reading this yourself. It may not be long before I join you in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Our people's time here in [[Haggorath]] is drawing to an end. Recently, our seer, [[Caldra]] has been afflicted with terrifying visions of our doom. Last night, the whole village awoke to her screams. When I reached Caldra's cottage, our daughter, [[Anya]], was already there comforting her. During the night, the seer's raven hair had turned stark white . She was delirious when I entered the room, howling senselessly and tearing out her hair in bloody clumps.&lt;br /&gt;
&lt;br /&gt;
It took us some time to calm her -- but even then, she seemed only a shadow of her former self. She wouldn't respond to any of us directly, instead staring into some unseen world beyond our own. the healer, Malah, came but her aempts to cure Cladra were fuile. Our tortured seer was not sick of body -- she had quite clearly gone mad.&lt;br /&gt;
&lt;br /&gt;
Excerpt from the Journal of Elder Aust of Haggorath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4th day of Montaht, Sext===&lt;br /&gt;
&lt;br /&gt;
This morning as the dawn came the other Elders and I held a vigil over Caldra's comatose form, praying to the Ancients for guidance. Then, just as suddenly as it begun her madness broke or so it seemed. She sat straight up in bed , thin strands of her once beautiful hair draping over her nightgown - her eyes seemed to glow with a feverish inner Light. By the Ancients, she looked older than any Elder there.&lt;br /&gt;
&lt;br /&gt;
She gazed slowly around the room, looking at each of us in turn. With a slight, almost mocking smirk, she whispered in a ragged voice: &amp;quot;[[Baal]] comes . . . and destruction follows him like a storm.&amp;quot; She then sank back into the bed and with a shudder, breathed her last. By the gods, Elora, as long as I draw breath, I will never forget her terrible portent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5th day of Montaht, Vespers===&lt;br /&gt;
&lt;br /&gt;
If Caldra's prophetic words were not enough to move [[Qual-Kehk]] and his men to take up arms, then the black clouds of smoke rising in the south surely proved to be! We surmised that a great army was marching towards us. Led by none other than Baal the [[Lord of Destruction]]. Our worst fears were confirmed when we lost all contact with our capital, Sescheron.&lt;br /&gt;
&lt;br /&gt;
I fear the worst, but I put my faith in Qual-Kehk. He's always defended us against those who would attempt to assault sacred Mt. Arreat. It's likely that Sescheron was taken by surprise -- may the Ancients watch over them -- but we, the sons of Harrogath, remain vigilant. The ancient barricades and watchtowers built for this day stand ready as they always have.&lt;br /&gt;
&lt;br /&gt;
The old prophecies speak of a dark day when destruction will wash over us like a torrent of blood and fire, leaving nothing but the ashes of our people in its wake. As I look south towards the darkening skies, I know that day of doom was finally come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===7th day of Montaht, Matins===&lt;br /&gt;
&lt;br /&gt;
It seems that I am not the only one who cannot sleep. Qual-Kehk readies his men even now, as I ready myself. This morning, I shall propose that we perform one of the long-forbidden Druidic spells of warding. As Elders, we alone are capable of summoning such tremendous energies. Though the ward may drain us of vital magical reserves, if our land is to be saved we will do what we must.&lt;br /&gt;
&lt;br /&gt;
Our people once considered the Druids brethren -- but after the terrible [[Mage Wars]], the druids were exiled to the harsh wilds beyond our homeland. Since then, our Elders have kept their fearsome Druidic powers a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
The danger of unleashing such powers once again terrifies me. If done incorrectly, the warding spell could consume us all well before the arrival of Baal's army. However, I have studied the rites, and I am confident that I can cast the warding correctly with the Council's help. The ward will bar passage to any spawn of Hell -- even Baal himself. I intend to place it around the entirety of Harrogath.&lt;br /&gt;
&lt;br /&gt;
Casting the spell in this fashion requires that all seven Elders venture outside the protective walls of our city. The danger is great . . . We may all be killed. However, I see no alternative. I go now to take this matter before the assembled [[Council of Elders]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compline===&lt;br /&gt;
&lt;br /&gt;
My meeting with the Elders was as trying as I suspected it would be. They vehemently disagreed with my plan. [[Nihlathak]] argued that there must be another way to stop Baal's assault, but neither he nor the others could offer a real alternative. In time, five of the Elders came to see that my plan was hte only way. Regrettably, Qual-Kehk remained unconvinced.&lt;br /&gt;
&lt;br /&gt;
Though Nihlathak reluctantly agreed to participate in the spell, he refused to help convince Qual-Kehk of my plan's merit. I must admit I was intimidated by Nihlathak -- even though I am older than he and of higher standing within the council.&lt;br /&gt;
&lt;br /&gt;
When I pressed Qual-Kehk to support my plan, he bristled with anger. I cannot recall ever seeing him so upset -- not even when his finest proteg? left in search of adventure, never to return. But I stood firm in my resolve and finally convinced him that this alone could ensure the safety of Harrogath. Even now, he readies his best men to guard us while we cast the Druid ward.&lt;br /&gt;
&lt;br /&gt;
As I write this, I can hear the screams of the dying in the distance . . . calling to us . . . mocking us. But before I cast what may be my final spell . . . I must see our beloved Anya one last time.&lt;br /&gt;
&lt;br /&gt;
[[Aust]], Elder of Harrogath&lt;br /&gt;
7th day of Montaht&lt;br /&gt;
1265 Anno Kehjistani&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Coming of the Lord of Destruction==&lt;br /&gt;
&amp;quot;And a child will cradle Terror in his breast as the heart of man falls under the shadow.&lt;br /&gt;
&lt;br /&gt;
A Wanderer will pass through the ancient lands trailing chaos in his wake.&lt;br /&gt;
&lt;br /&gt;
The Three Brothers will be reunited as the mortal world trembles before their might.&lt;br /&gt;
&lt;br /&gt;
And so it was foretold that the Three, once reunited, would be shattered again --&lt;br /&gt;
&lt;br /&gt;
And the last of them would set his sights on the holy mount. The warnings held that&lt;br /&gt;
&lt;br /&gt;
Their defeat would be illusory - that the final gambit had yet to be played . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now at last the storm surges forth from the southlands, and the hand of Destruction&lt;br /&gt;
&lt;br /&gt;
Reaches out to undo the workings of the Ancients. The tides of Hell surge - ready to smash&lt;br /&gt;
&lt;br /&gt;
Down upon the shores of the mortal world - to drown the guilty and the innocent alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Excerpt from the Prophecies of the Final Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Last Testament of Ord Rekar==&lt;br /&gt;
I once believed.&lt;br /&gt;
&lt;br /&gt;
Others looked to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished.&lt;br /&gt;
&lt;br /&gt;
I believed the Prophecies of the Final Day to be mere superstitions -- and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time.&lt;br /&gt;
&lt;br /&gt;
I was a fool.&lt;br /&gt;
&lt;br /&gt;
The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact -- At long last, the prophecies have begun to fulfill themselves.&lt;br /&gt;
&lt;br /&gt;
First, there was Tristam . . .&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the [[Lord of Terror]], cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the Light did they vanquish Diablo's mortal host and put and end to his nefarious schemes.&lt;br /&gt;
&lt;br /&gt;
It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith . . . but alas, the nightmare was only just beginning.&lt;br /&gt;
&lt;br /&gt;
Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious Wanderer, [[Diablo]] set out to free his brothers, [[Baal]] and [[Mephisto]], from their imprisonment in the East.&lt;br /&gt;
&lt;br /&gt;
Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of Hell. Only Baal, the Lord of Destruction, was left unaccounted for.&lt;br /&gt;
&lt;br /&gt;
Once again, it seemed that justice had been served. Blind as I was, I clung to the path of the righteous -- believing that perhaps, finally, all was well . . . that the nightmare had given away to a dream of peace.&lt;br /&gt;
&lt;br /&gt;
But the plague of evil persists, and I . . . grow weary.&lt;br /&gt;
&lt;br /&gt;
For now, the nightmare has started once again.&lt;br /&gt;
&lt;br /&gt;
Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons that revel in mayhem and wanton chaos -- and they are headed right towards us . . . right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail Arreat, seeking the Heart of the World. And my faith, once unwavering, is now shaken to the very core.&lt;br /&gt;
&lt;br /&gt;
The prophecies that spoke of this day have at last come true. Doom has come to our world.&lt;br /&gt;
&lt;br /&gt;
As I have said, my brothers, I grow weary. I have no doubt that Evil exists. I have seen it with my own eyes; I have seen its cruelty. But is it not cruel for the gods to give hope, only to dash that hope again and again?&lt;br /&gt;
&lt;br /&gt;
In my youth, I tried as best I could to prepare for such an event. It was, at one time, the very reason for my existence. But now that the moment is at hand, I feel old. I feel afraid. I feel that I have lost my strength.&lt;br /&gt;
&lt;br /&gt;
I confess that my faith no longer guides my path. It is with a heavy heart that I take my leave of you, my brothers. I would say that I will pray for you, but I fear my prayers would fall on deaf ears.&lt;br /&gt;
&lt;br /&gt;
May you someday find the truth, and may that truth finally give you freedom.&lt;br /&gt;
&lt;br /&gt;
Yours in sorrow,&lt;br /&gt;
&lt;br /&gt;
[[Ord Rekar]]&lt;br /&gt;
Elder of Harrogath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
The Diablo II: Lord of Destruction Manual offers some extra information about the classes history and background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Druid===&lt;br /&gt;
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.&lt;br /&gt;
&lt;br /&gt;
In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar. This man is sometimes described as Bul-Kathos's close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes' greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, the final battle between the men of the world and the demons of the Burning Hells.&lt;br /&gt;
&lt;br /&gt;
Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.&lt;br /&gt;
&lt;br /&gt;
At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world's last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala, demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Assassin===&lt;br /&gt;
The Assassins are an ancient order originally founded by the Horadrim to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts.&lt;br /&gt;
&lt;br /&gt;
In the third century, two brothers rose to dominance from within the ranks of the Vizjerei clan of mages; their names were Horazon and Bartuc. Both were equally powerful and ambitious, and both were fascinated by the power one could obtain through the practice of Demonic Magics; however, the two differed in their views regarding how best to study demons. While Horazon viewed demons as a great source of power, he felt that in order to use that power best, you must harness a demon and bend him to your will. His brother, on the other hand, grew to sympathize with the demonic powers and felt (with no small influence from the demons) that the demonic forces were best understood by allying with the Hellish authorities so their secrets could be shared freely, and that is exactly what he did. Their diametrically opposed philosophies caused a great schism that split the ranks and tore the Vizjerei clan apart.&lt;br /&gt;
&lt;br /&gt;
When at last their fierce rivalry culminated in inevitable violence, the combatants learned too late that they had both been played as pawns by the demonic host. The ensuing battle was so great it set the very firmament aflame, and when it was complete and the stillness of remorse was all that remained, Bartuc lay dead, Horazon had vanished into self-imposed exile, and the Vizjerei had learned a costly lesson. The small surviving group of sorcerers, the remnants of the once-great Vizjerei clan, resolved forevermore to spurn Demonic Magics and set about renewing their studies in the Elemental Magics. To further ensure that a similar tragedy could never happen again, they formed a secret order whose sole purpose was to police the mage clans, destroying corruption wherever they found it. This was the birth of the Viz-Jaq'taar, the Order of the Mage Slayers-otherwise known as the Assassins.&lt;br /&gt;
&lt;br /&gt;
Knowing that such an order might itself be corrupted if exposed to the power of magic, the Vizjerei deemed it of the utmost importance that these Assassins maintain the purest, most focused minds. They should live in meditation and draw their power from within, not from external forces that could easily mask demonic interference. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on honing the natural martial abilities of their bodies, both physical and mental.&lt;br /&gt;
&lt;br /&gt;
Because the Order remains veiled in secrecy, few people, even among the mages, know more than rumors about this mysterious organization. Their reputation has been one shrouded in ambiguity. Legends of their stalwart vigilance, and the widespread fear of their retribution, have kept many mages away from the temptations of corruption, so actual sightings have been rare. However, with the reemergence of the Three, and the subsequent increase in demonic manifestations in the world, the Order has shown a greater public presence of late.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
[[Diablo II Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9427</id>
		<title>Diablo II: Lord of Destruction Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9427"/>
				<updated>2008-10-28T18:24:19Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exeter Book, ca. 10th Century==&lt;br /&gt;
So spoke the Wanderer, mindful of hardships and of cruel slaughters.&lt;br /&gt;
&lt;br /&gt;
Each dawn, I rise alone, mired in ancient sorrows. Wretched and deprived of my native land. I have had my mind bound with fetter. For many years, I lay hidden in the concealment of the earth, buried deep in stone. From there, I went, abject and winter-grieving, over the surface of the waves. I sought the prison of my noble kinsman. Sorrow is a cruel companion to one who can afford few friends, and the path of exile attends this mournful spirit.&lt;br /&gt;
&lt;br /&gt;
And so this world, every day, is crumbling and falling. The rulers lie dead, deprived of reverly, bands of warriors lie fallen proud by the wall. War destroyed some, carried them away; a sorrowful man hid one deep within a grave. Thus the creator of men laid waste this dwelling-place, until the old works of giants stood vacant, without the noise of their inhabitants.&lt;br /&gt;
&lt;br /&gt;
So said the Wanderer, set apart in secret meditations.&lt;br /&gt;
&lt;br /&gt;
The kingdom of the earth is full of miseries, and the decree of the fats shall change the course of the heavens.&lt;br /&gt;
&lt;br /&gt;
Inspired by [[The Wanderer]] (Anonymous).&lt;br /&gt;
from the Exeter Book, ca. 10th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Journal of Elder Aust of Haggorath==&lt;br /&gt;
===3rd day of Montaht, Lauds===&lt;br /&gt;
&lt;br /&gt;
My dearest [[Elora]]&lt;br /&gt;
&lt;br /&gt;
It's been ten long years since you were taken from Anya and me. In my mind's eye, I still see your beautiful face and remember the happier days of our time together. It comforts me to write and think that, somehow, you are reading this yourself. It may not be long before I join you in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Our people's time here in [[Haggorath]] is drawing to an end. Recently, our seer, [[Caldra]] has been afflicted with terrifying visions of our doom. Last night, the whole village awoke to her screams. When I reached Caldra's cottage, our daughter, [[Anya]], was already there comforting her. During the night, the seer's raven hair had turned stark white . She was delirious when I entered the room, howling senselessly and tearing out her hair in bloody clumps.&lt;br /&gt;
&lt;br /&gt;
It took us some time to calm her -- but even then, she seemed only a shadow of her former self. She wouldn't respond to any of us directly, instead staring into some unseen world beyond our own. the healer, Malah, came but her aempts to cure Cladra were fuile. Our tortured seer was not sick of body -- she had quite clearly gone mad.&lt;br /&gt;
&lt;br /&gt;
Excerpt from the Journal of Elder Aust of Haggorath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4th day of Montaht, Sext===&lt;br /&gt;
&lt;br /&gt;
This morning as the dawn came the other Elders and I held a vigil over Caldra's comatose form, praying to the Ancients for guidance. Then, just as suddenly as it begun her madness broke or so it seemed. She sat straight up in bed , thin strands of her once beautiful hair draping over her nightgown - her eyes seemed to glow with a feverish inner Light. By the Ancients, she looked older than any Elder there.&lt;br /&gt;
&lt;br /&gt;
She gazed slowly around the room, looking at each of us in turn. With a slight, almost mocking smirk, she whispered in a ragged voice: &amp;quot;[[Baal]] comes . . . and destruction follows him like a storm.&amp;quot; She then sank back into the bed and with a shudder, breathed her last. By the gods, Elora, as long as I draw breath, I will never forget her terrible portent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5th day of Montaht, Vespers===&lt;br /&gt;
&lt;br /&gt;
If Caldra's prophetic words were not enough to move [[Qual-Kehk]] and his men to take up arms, then the black clouds of smoke rising in the south surely proved to be! We surmised that a great army was marching towards us. Led by none other than Baal the [[Lord of Destruction]]. Our worst fears were confirmed when we lost all contact with our capital, Sescheron.&lt;br /&gt;
&lt;br /&gt;
I fear the worst, but I put my faith in Qual-Kehk. He's always defended us against those who would attempt to assault sacred Mt. Arreat. It's likely that Sescheron was taken by surprise -- may the Ancients watch over them -- but we, the sons of Harrogath, remain vigilant. The ancient barricades and watchtowers built for this day stand ready as they always have.&lt;br /&gt;
&lt;br /&gt;
The old prophecies speak of a dark day when destruction will wash over us like a torrent of blood and fire, leaving nothing but the ashes of our people in its wake. As I look south towards the darkening skies, I know that day of doom was finally come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===7th day of Montaht, Matins===&lt;br /&gt;
&lt;br /&gt;
It seems that I am not the only one who cannot sleep. Qual-Kehk readies his men even now, as I ready myself. This morning, I shall propose that we perform one of the long-forbidden Druidic spells of warding. As Elders, we alone are capable of summoning such tremendous energies. Though the ward may drain us of vital magical reserves, if our land is to be saved we will do what we must.&lt;br /&gt;
&lt;br /&gt;
Our people once considered the Druids brethren -- but after the terrible [[Mage Wars]], the druids were exiled to the harsh wilds beyond our homeland. Since then, our Elders have kept their fearsome Druidic powers a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
The danger of unleashing such powers once again terrifies me. If done incorrectly, the warding spell could consume us all well before the arrival of Baal's army. However, I have studied the rites, and I am confident that I can cast the warding correctly with the Council's help. The ward will bar passage to any spawn of Hell -- even Baal himself. I intend to place it around the entirety of Harrogath.&lt;br /&gt;
&lt;br /&gt;
Casting the spell in this fashion requires that all seven Elders venture outside the protective walls of our city. The danger is great . . . We may all be killed. However, I see no alternative. I go now to take this matter before the assembled [[Council of Elders]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compline===&lt;br /&gt;
&lt;br /&gt;
My meeting with the Elders was as trying as I suspected it would be. They vehemently disagreed with my plan. [[Nihlathak]] argued that there must be another way to stop Baal's assault, but neither he nor the others could offer a real alternative. In time, five of the Elders came to see that my plan was hte only way. Regrettably, Qual-Kehk remained unconvinced.&lt;br /&gt;
&lt;br /&gt;
Though Nihlathak reluctantly agreed to participate in the spell, he refused to help convince Qual-Kehk of my plan's merit. I must admit I was intimidated by Nihlathak -- even though I am older than he and of higher standing within the council.&lt;br /&gt;
&lt;br /&gt;
When I pressed Qual-Kehk to support my plan, he bristled with anger. I cannot recall ever seeing him so upset -- not even when his finest proteg? left in search of adventure, never to return. But I stood firm in my resolve and finally convinced him that this alone could ensure the safety of Harrogath. Even now, he readies his best men to guard us while we cast the Druid ward.&lt;br /&gt;
&lt;br /&gt;
As I write this, I can hear the screams of the dying in the distance . . . calling to us . . . mocking us. But before I cast what may be my final spell . . . I must see our beloved Anya one last time.&lt;br /&gt;
&lt;br /&gt;
[[Aust]], Elder of Harrogath&lt;br /&gt;
7th day of Montaht&lt;br /&gt;
1265 Anno Kehjistani&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Coming of the Lord of Destruction==&lt;br /&gt;
&amp;quot;And a child will cradle Terror in his breast as the heart of man falls under the shadow.&lt;br /&gt;
&lt;br /&gt;
A Wanderer will pass through the ancient lands trailing chaos in his wake.&lt;br /&gt;
&lt;br /&gt;
The Three Brothers will be reunited as the mortal world trembles before their might.&lt;br /&gt;
&lt;br /&gt;
And so it was foretold that the Three, once reunited, would be shattered again --&lt;br /&gt;
&lt;br /&gt;
And the last of them would set his sights on the holy mount. The warnings held that&lt;br /&gt;
&lt;br /&gt;
Their defeat would be illusory - that the final gambit had yet to be played . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now at last the storm surges forth from the southlands, and the hand of Destruction&lt;br /&gt;
&lt;br /&gt;
Reaches out to undo the workings of the Ancients. The tides of Hell surge - ready to smash&lt;br /&gt;
&lt;br /&gt;
Down upon the shores of the mortal world - to drown the guilty and the innocent alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Excerpt from the Prophecies of the Final Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Last Testament of Ord Rekar==&lt;br /&gt;
I once believed.&lt;br /&gt;
&lt;br /&gt;
Others looked to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished.&lt;br /&gt;
&lt;br /&gt;
I believed the Prophecies of the Final Day to be mere superstitions -- and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time.&lt;br /&gt;
&lt;br /&gt;
I was a fool.&lt;br /&gt;
&lt;br /&gt;
The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact -- At long last, the prophecies have begun to fulfill themselves.&lt;br /&gt;
&lt;br /&gt;
First, there was Tristam . . .&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the [[Lord of Terror]], cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the Light did they vanquish Diablo's mortal host and put and end to his nefarious schemes.&lt;br /&gt;
&lt;br /&gt;
It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith . . . but alas, the nightmare was only just beginning.&lt;br /&gt;
&lt;br /&gt;
Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious Wanderer, [[Diablo]] set out to free his brothers, [[Baal]] and [[Mephisto]], from their imprisonment in the East.&lt;br /&gt;
&lt;br /&gt;
Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of Hell. Only Baal, the Lord of Destruction, was left unaccounted for.&lt;br /&gt;
&lt;br /&gt;
Once again, it seemed that justice had been served. Blind as I was, I clung to the path of the righteous -- believing that perhaps, finally, all was well . . . that the nightmare had given away to a dream of peace.&lt;br /&gt;
&lt;br /&gt;
But the plague of evil persists, and I . . . grow weary.&lt;br /&gt;
&lt;br /&gt;
For now, the nightmare has started once again.&lt;br /&gt;
&lt;br /&gt;
Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons that revel in mayhem and wanton chaos -- and they are headed right towards us . . . right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail Arreat, seeking the Heart of the World. And my faith, once unwavering, is now shaken to the very core.&lt;br /&gt;
&lt;br /&gt;
The prophecies that spoke of this day have at last come true. Doom has come to our world.&lt;br /&gt;
&lt;br /&gt;
As I have said, my brothers, I grow weary. I have no doubt that Evil exists. I have seen it with my own eyes; I have seen its cruelty. But is it not cruel for the gods to give hope, only to dash that hope again and again?&lt;br /&gt;
&lt;br /&gt;
In my youth, I tried as best I could to prepare for such an event. It was, at one time, the very reason for my existence. But now that the moment is at hand, I feel old. I feel afraid. I feel that I have lost my strength.&lt;br /&gt;
&lt;br /&gt;
I confess that my faith no longer guides my path. It is with a heavy heart that I take my leave of you, my brothers. I would say that I will pray for you, but I fear my prayers would fall on deaf ears.&lt;br /&gt;
&lt;br /&gt;
May you someday find the truth, and may that truth finally give you freedom.&lt;br /&gt;
&lt;br /&gt;
Yours in sorrow,&lt;br /&gt;
&lt;br /&gt;
[[Ord Rekar]]&lt;br /&gt;
Elder of Harrogath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
[[Diablo II Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9426</id>
		<title>Diablo II Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9426"/>
				<updated>2008-10-28T18:22:55Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Great Conflict==&lt;br /&gt;
Librarius Ex Horadrim&lt;br /&gt;
&lt;br /&gt;
BOOK ONE OF HEAVEN AND HELL&lt;br /&gt;
&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The Great Conflict''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
==The Sin War==&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the Sin War. [[Angel]]s and [[Demon]]s, disguising themselves while travelling 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
==The Dark Exile==&lt;br /&gt;
Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.?&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Great Evils]]. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 PrimeEvils 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 humanitywould 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 ultimate lyride 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?&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the Underworld, and to the ircredit, annihilated a third of Hell's treacherous legions. In the end, however, theywere 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 theirfocus 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.&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Binding of the Three==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel [[Tyrael]]. These sorcerers were to hunt the [[Three Evils]] and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstones]].&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the [[Soulstones]], were then buried beneath the dunes of the desolate Eastern Sands. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Lands of Khanduras==&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Darkening of Tristram==&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fall of the Black King==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, [[Leoric]] condemned [[Lachdanan]] and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Reign of Diablo==&lt;br /&gt;
The [[King Leoric|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?&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled [[Tristram]], making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known?&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
The Diablo II Manual offers some extra lore not found in the game or elsewhere about the history of each class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Amazon===&lt;br /&gt;
The Amazons are women warriors who hail from a group of islands in the Twin seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a relatively isolated culture. Adapting over the centuries to their tropical milleu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazons. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women, no longer merely playthings for the beings of the Outer Realms, can at long last take their rightful place in the universe.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a seafaring people, one of the first to have made trade contact with both the kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. Much sought after as mercenaries, they are expert soldiers and extremely loyal -- as long as the assignment does not conflict with their strict sense of ethics.&lt;br /&gt;
&lt;br /&gt;
There pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua, who with her consort, Kethryes, rules over the seasons and the weather. Under these goddesses are a wide assortment of lesser deities. Each responsible for his or her own sphere of influence among the amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same name as these gods, although aspects of their personalities seem to have evolved over the centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
It is said that when the world was very young the tribes of the Northern Steppes were given sacred charge. Somewhere deep within the great mountain Arreat, lies a source of great power, crucial to the well-being of all humanity. The tribes act as guardians of this artifact, and through this sacred duty, have shaped their way of life in observance of this power.&lt;br /&gt;
&lt;br /&gt;
Steeped in mystery and tradition, these people refer to themselves as the Children of Bul-Kathos, the great and ancient king. To better protect their lands from outside forces they adopted a nomadic lifestyle, frequently moving within the confines fo the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magic and complex machinery, as they believe these things can only weaken the resolve developed over so many years.&lt;br /&gt;
&lt;br /&gt;
The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies in nature to enhance their own substantial physical prowess. Because of this, and their freedom from the trappings of the outside world, the Western Kingdoms has historically referred to these tribes as barbarians, an epithet that belies the rich cultural and spiritual history these people possess. Although some trade with these curious folk, they do so only along the outmost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions.&lt;br /&gt;
&lt;br /&gt;
Every attempt at conquest has always been met with fierce and decisive resistance in an account of one skirmish, hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs, the tribesmen descended on the invaders, howling as the charged like the fierce mountain winds. Fully half of the trespassing soldiers immediately dropped their weapons and fled, the remainder were set upon by the Northmen with a fervor that none of the battle-hardened invaders had ever witnessed. No quarter was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either . . . at least none that could be observed.&lt;br /&gt;
&lt;br /&gt;
It is interesting that recently, since news of Diablo's re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Necromancer===&lt;br /&gt;
As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.&lt;br /&gt;
&lt;br /&gt;
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern Jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that has allowed hem to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has led outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.&lt;br /&gt;
&lt;br /&gt;
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines. Although their art is considered &amp;quot;dark&amp;quot;, and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient mage clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.&lt;br /&gt;
&lt;br /&gt;
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. The mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being itself. The followers of Rathma seek to right the balance by ridding the mortal realms of nonmortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they apparently are willing to ally with the forces of Order, but only until such time as the balance is restored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Church had not prepared these men for the rigors of travel or the hazards of the world. Those priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits, and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. These &amp;quot;Protectors of the Word&amp;quot; proved to be more successful at converting the native peoples than the Priests they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the Protectors of the Word faded from public view.&lt;br /&gt;
&lt;br /&gt;
Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, unconvincible were deemed to be evil. The Zakarum inquisition, spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the &amp;quot;Hand of Zakarum&amp;quot;. These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.&lt;br /&gt;
&lt;br /&gt;
In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that their new Order of Paladins should protect the innocent, and that the evil corruption they fought was merely evidence of their forebear's failure. They resolved to fight the true source of corruption. The Three Prime Evils - Diablo, Baal, and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorceress===&lt;br /&gt;
The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern Jungles.&lt;br /&gt;
&lt;br /&gt;
The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visited certain families across Sanctuary. These families had one thing in common -- they each had a seven-year old daugther. Always good-natured and polite, the Zann Esu visitors would meet the girls, ask a few questions, and then leave. A select few of the girls were visited a second time and offered apprenticeships. The families of those chosen enjoyed good fortune for many years after.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu, or Sorceresses as they are generally known, are on a quest for purity, the pursuit of the perfect magic. They feel the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need -- threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.&lt;br /&gt;
&lt;br /&gt;
The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and bidding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of evil wherever they are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
Make sure to visit the following sources of Diablo lore:&lt;br /&gt;
&lt;br /&gt;
[[Diablo II: Lord of Destruction Manual]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9425</id>
		<title>Diablo II Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9425"/>
				<updated>2008-10-28T18:20:30Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Great Conflict==&lt;br /&gt;
Librarius Ex Horadrim&lt;br /&gt;
&lt;br /&gt;
BOOK ONE OF HEAVEN AND HELL&lt;br /&gt;
&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The Great Conflict''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
==The Sin War==&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the Sin War. [[Angel]]s and [[Demon]]s, disguising themselves while travelling 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
==The Dark Exile==&lt;br /&gt;
Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.?&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Great Evils]]. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 PrimeEvils 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 humanitywould 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 ultimate lyride 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?&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the Underworld, and to the ircredit, annihilated a third of Hell's treacherous legions. In the end, however, theywere 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 theirfocus 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.&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Binding of the Three==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel [[Tyrael]]. These sorcerers were to hunt the [[Three Evils]] and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstones]].&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the [[Soulstones]], were then buried beneath the dunes of the desolate Eastern Sands. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Lands of Khanduras==&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Awakening==&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Darkening of Tristram==&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fall of the Black King==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, [[Leoric]] condemned [[Lachdanan]] and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Reign of Diablo==&lt;br /&gt;
The [[King Leoric|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?&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled [[Tristram]], making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known?&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Classes History==&lt;br /&gt;
The Diablo II Manual offers some extra lore not found in the game or elsewhere about the history of each class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Amazon===&lt;br /&gt;
The Amazons are women warriors who hail from a group of islands in the Twin seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a relatively isolated culture. Adapting over the centuries to their tropical milleu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazons. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women, no longer merely playthings for the beings of the Outer Realms, can at long last take their rightful place in the universe.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a seafaring people, one of the first to have made trade contact with both the kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. Much sought after as mercenaries, they are expert soldiers and extremely loyal -- as long as the assignment does not conflict with their strict sense of ethics.&lt;br /&gt;
&lt;br /&gt;
There pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua, who with her consort, Kethryes, rules over the seasons and the weather. Under these goddesses are a wide assortment of lesser deities. Each responsible for his or her own sphere of influence among the amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same name as these gods, although aspects of their personalities seem to have evolved over the centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barbarian===&lt;br /&gt;
It is said that when the world was very young the tribes of the Northern Steppes were given sacred charge. Somewhere deep within the great mountain Arreat, lies a source of great power, crucial to the well-being of all humanity. The tribes act as guardians of this artifact, and through this sacred duty, have shaped their way of life in observance of this power.&lt;br /&gt;
&lt;br /&gt;
Steeped in mystery and tradition, these people refer to themselves as the Children of Bul-Kathos, the great and ancient king. To better protect their lands from outside forces they adopted a nomadic lifestyle, frequently moving within the confines fo the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magic and complex machinery, as they believe these things can only weaken the resolve developed over so many years.&lt;br /&gt;
&lt;br /&gt;
The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies in nature to enhance their own substantial physical prowess. Because of this, and their freedom from the trappings of the outside world, the Western Kingdoms has historically referred to these tribes as barbarians, an epithet that belies the rich cultural and spiritual history these people possess. Although some trade with these curious folk, they do so only along the outmost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions.&lt;br /&gt;
&lt;br /&gt;
Every attempt at conquest has always been met with fierce and decisive resistance in an account of one skirmish, hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs, the tribesmen descended on the invaders, howling as the charged like the fierce mountain winds. Fully half of the trespassing soldiers immediately dropped their weapons and fled, the remainder were set upon by the Northmen with a fervor that none of the battle-hardened invaders had ever witnessed. No quarter was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either . . . at least none that could be observed.&lt;br /&gt;
&lt;br /&gt;
It is interesting that recently, since news of Diablo's re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Necromancer===&lt;br /&gt;
As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.&lt;br /&gt;
&lt;br /&gt;
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern Jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that has allowed hem to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has led outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.&lt;br /&gt;
&lt;br /&gt;
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines. Although their art is considered &amp;quot;dark&amp;quot;, and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient mage clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.&lt;br /&gt;
&lt;br /&gt;
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. The mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being itself. The followers of Rathma seek to right the balance by ridding the mortal realms of nonmortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they apparently are willing to ally with the forces of Order, but only until such time as the balance is restored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Paladin===&lt;br /&gt;
During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Church had not prepared these men for the rigors of travel or the hazards of the world. Those priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits, and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. These &amp;quot;Protectors of the Word&amp;quot; proved to be more successful at converting the native peoples than the Priests they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the Protectors of the Word faded from public view.&lt;br /&gt;
&lt;br /&gt;
Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, unconvincible were deemed to be evil. The Zakarum inquisition, spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the &amp;quot;Hand of Zakarum&amp;quot;. These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.&lt;br /&gt;
&lt;br /&gt;
In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that their new Order of Paladins should protect the innocent, and that the evil corruption they fought was merely evidence of their forebear's failure. They resolved to fight the true source of corruption. The Three Prime Evils - Diablo, Baal, and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured West.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sorceress===&lt;br /&gt;
The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern Jungles.&lt;br /&gt;
&lt;br /&gt;
The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visited certain families across Sanctuary. These families had one thing in common -- they each had a seven-year old daugther. Always good-natured and polite, the Zann Esu visitors would meet the girls, ask a few questions, and then leave. A select few of the girls were visited a second time and offered apprenticeships. The families of those chosen enjoyed good fortune for many years after.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu, or Sorceresses as they are generally known, are on a quest for purity, the pursuit of the perfect magic. They feel the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need -- threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.&lt;br /&gt;
&lt;br /&gt;
The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and bidding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of evil wherever they are found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9424</id>
		<title>Diablo II: Lord of Destruction Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9424"/>
				<updated>2008-10-28T18:10:39Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exeter Book, ca. 10th Century==&lt;br /&gt;
So spoke the Wanderer, mindful of hardships and of cruel slaughters.&lt;br /&gt;
&lt;br /&gt;
Each dawn, I rise alone, mired in ancient sorrows. Wretched and deprived of my native land. I have had my mind bound with fetter. For many years, I lay hidden in the concealment of the earth, buried deep in stone. From there, I went, abject and winter-grieving, over the surface of the waves. I sought the prison of my noble kinsman. Sorrow is a cruel companion to one who can afford few friends, and the path of exile attends this mournful spirit.&lt;br /&gt;
&lt;br /&gt;
And so this world, every day, is crumbling and falling. The rulers lie dead, deprived of reverly, bands of warriors lie fallen proud by the wall. War destroyed some, carried them away; a sorrowful man hid one deep within a grave. Thus the creator of men laid waste this dwelling-place, until the old works of giants stood vacant, without the noise of their inhabitants.&lt;br /&gt;
&lt;br /&gt;
So said the Wanderer, set apart in secret meditations.&lt;br /&gt;
&lt;br /&gt;
The kingdom of the earth is full of miseries, and the decree of the fats shall change the course of the heavens.&lt;br /&gt;
&lt;br /&gt;
Inspired by [[The Wanderer]] (Anonymous).&lt;br /&gt;
from the Exeter Book, ca. 10th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Journal of Elder Aust of Haggorath==&lt;br /&gt;
===3rd day of Montaht, Lauds===&lt;br /&gt;
&lt;br /&gt;
My dearest [[Elora]]&lt;br /&gt;
&lt;br /&gt;
It's been ten long years since you were taken from Anya and me. In my mind's eye, I still see your beautiful face and remember the happier days of our time together. It comforts me to write and think that, somehow, you are reading this yourself. It may not be long before I join you in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Our people's time here in [[Haggorath]] is drawing to an end. Recently, our seer, [[Caldra]] has been afflicted with terrifying visions of our doom. Last night, the whole village awoke to her screams. When I reached Caldra's cottage, our daughter, [[Anya]], was already there comforting her. During the night, the seer's raven hair had turned stark white . She was delirious when I entered the room, howling senselessly and tearing out her hair in bloody clumps.&lt;br /&gt;
&lt;br /&gt;
It took us some time to calm her -- but even then, she seemed only a shadow of her former self. She wouldn't respond to any of us directly, instead staring into some unseen world beyond our own. the healer, Malah, came but her aempts to cure Cladra were fuile. Our tortured seer was not sick of body -- she had quite clearly gone mad.&lt;br /&gt;
&lt;br /&gt;
Excerpt from the Journal of Elder Aust of Haggorath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4th day of Montaht, Sext===&lt;br /&gt;
&lt;br /&gt;
This morning as the dawn came the other Elders and I held a vigil over Caldra's comatose form, praying to the Ancients for guidance. Then, just as suddenly as it begun her madness broke or so it seemed. She sat straight up in bed , thin strands of her once beautiful hair draping over her nightgown - her eyes seemed to glow with a feverish inner Light. By the Ancients, she looked older than any Elder there.&lt;br /&gt;
&lt;br /&gt;
She gazed slowly around the room, looking at each of us in turn. With a slight, almost mocking smirk, she whispered in a ragged voice: &amp;quot;[[Baal]] comes . . . and destruction follows him like a storm.&amp;quot; She then sank back into the bed and with a shudder, breathed her last. By the gods, Elora, as long as I draw breath, I will never forget her terrible portent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5th day of Montaht, Vespers===&lt;br /&gt;
&lt;br /&gt;
If Caldra's prophetic words were not enough to move [[Qual-Kehk]] and his men to take up arms, then the black clouds of smoke rising in the south surely proved to be! We surmised that a great army was marching towards us. Led by none other than Baal the [[Lord of Destruction]]. Our worst fears were confirmed when we lost all contact with our capital, Sescheron.&lt;br /&gt;
&lt;br /&gt;
I fear the worst, but I put my faith in Qual-Kehk. He's always defended us against those who would attempt to assault sacred Mt. Arreat. It's likely that Sescheron was taken by surprise -- may the Ancients watch over them -- but we, the sons of Harrogath, remain vigilant. The ancient barricades and watchtowers built for this day stand ready as they always have.&lt;br /&gt;
&lt;br /&gt;
The old prophecies speak of a dark day when destruction will wash over us like a torrent of blood and fire, leaving nothing but the ashes of our people in its wake. As I look south towards the darkening skies, I know that day of doom was finally come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===7th day of Montaht, Matins===&lt;br /&gt;
&lt;br /&gt;
It seems that I am not the only one who cannot sleep. Qual-Kehk readies his men even now, as I ready myself. This morning, I shall propose that we perform one of the long-forbidden Druidic spells of warding. As Elders, we alone are capable of summoning such tremendous energies. Though the ward may drain us of vital magical reserves, if our land is to be saved we will do what we must.&lt;br /&gt;
&lt;br /&gt;
Our people once considered the Druids brethren -- but after the terrible [[Mage Wars]], the druids were exiled to the harsh wilds beyond our homeland. Since then, our Elders have kept their fearsome Druidic powers a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
The danger of unleashing such powers once again terrifies me. If done incorrectly, the warding spell could consume us all well before the arrival of Baal's army. However, I have studied the rites, and I am confident that I can cast the warding correctly with the Council's help. The ward will bar passage to any spawn of Hell -- even Baal himself. I intend to place it around the entirety of Harrogath.&lt;br /&gt;
&lt;br /&gt;
Casting the spell in this fashion requires that all seven Elders venture outside the protective walls of our city. The danger is great . . . We may all be killed. However, I see no alternative. I go now to take this matter before the assembled [[Council of Elders]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compline===&lt;br /&gt;
&lt;br /&gt;
My meeting with the Elders was as trying as I suspected it would be. They vehemently disagreed with my plan. [[Nihlathak]] argued that there must be another way to stop Baal's assault, but neither he nor the others could offer a real alternative. In time, five of the Elders came to see that my plan was hte only way. Regrettably, Qual-Kehk remained unconvinced.&lt;br /&gt;
&lt;br /&gt;
Though Nihlathak reluctantly agreed to participate in the spell, he refused to help convince Qual-Kehk of my plan's merit. I must admit I was intimidated by Nihlathak -- even though I am older than he and of higher standing within the council.&lt;br /&gt;
&lt;br /&gt;
When I pressed Qual-Kehk to support my plan, he bristled with anger. I cannot recall ever seeing him so upset -- not even when his finest proteg? left in search of adventure, never to return. But I stood firm in my resolve and finally convinced him that this alone could ensure the safety of Harrogath. Even now, he readies his best men to guard us while we cast the Druid ward.&lt;br /&gt;
&lt;br /&gt;
As I write this, I can hear the screams of the dying in the distance . . . calling to us . . . mocking us. But before I cast what may be my final spell . . . I must see our beloved Anya one last time.&lt;br /&gt;
&lt;br /&gt;
[[Aust]], Elder of Harrogath&lt;br /&gt;
7th day of Montaht&lt;br /&gt;
1265 Anno Kehjistani&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Coming of the Lord of Destruction==&lt;br /&gt;
&amp;quot;And a child will cradle Terror in his breast as the heart of man falls under the shadow.&lt;br /&gt;
&lt;br /&gt;
A Wanderer will pass through the ancient lands trailing chaos in his wake.&lt;br /&gt;
&lt;br /&gt;
The Three Brothers will be reunited as the mortal world trembles before their might.&lt;br /&gt;
&lt;br /&gt;
And so it was foretold that the Three, once reunited, would be shattered again --&lt;br /&gt;
&lt;br /&gt;
And the last of them would set his sights on the holy mount. The warnings held that&lt;br /&gt;
&lt;br /&gt;
Their defeat would be illusory - that the final gambit had yet to be played . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now at last the storm surges forth from the southlands, and the hand of Destruction&lt;br /&gt;
&lt;br /&gt;
Reaches out to undo the workings of the Ancients. The tides of Hell surge - ready to smash&lt;br /&gt;
&lt;br /&gt;
Down upon the shores of the mortal world - to drown the guilty and the innocent alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Excerpt from the Prophecies of the Final Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Last Testament of Ord Rekar==&lt;br /&gt;
I once believed.&lt;br /&gt;
&lt;br /&gt;
Others looked to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished.&lt;br /&gt;
&lt;br /&gt;
I believed the Prophecies of the Final Day to be mere superstitions -- and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time.&lt;br /&gt;
&lt;br /&gt;
I was a fool.&lt;br /&gt;
&lt;br /&gt;
The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact -- At long last, the prophecies have begun to fulfill themselves.&lt;br /&gt;
&lt;br /&gt;
First, there was Tristam . . .&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the [[Lord of Terror]], cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the Light did they vanquish Diablo's mortal host and put and end to his nefarious schemes.&lt;br /&gt;
&lt;br /&gt;
It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith . . . but alas, the nightmare was only just beginning.&lt;br /&gt;
&lt;br /&gt;
Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious Wanderer, [[Diablo]] set out to free his brothers, [[Baal]] and [[Mephisto]], from their imprisonment in the East.&lt;br /&gt;
&lt;br /&gt;
Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of Hell. Only Baal, the Lord of Destruction, was left unaccounted for.&lt;br /&gt;
&lt;br /&gt;
Once again, it seemed that justice had been served. Blind as I was, I clung to the path of the righteous -- believing that perhaps, finally, all was well . . . that the nightmare had given away to a dream of peace.&lt;br /&gt;
&lt;br /&gt;
But the plague of evil persists, and I . . . grow weary.&lt;br /&gt;
&lt;br /&gt;
For now, the nightmare has started once again.&lt;br /&gt;
&lt;br /&gt;
Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons that revel in mayhem and wanton chaos -- and they are headed right towards us . . . right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail Arreat, seeking the Heart of the World. And my faith, once unwavering, is now shaken to the very core.&lt;br /&gt;
&lt;br /&gt;
The prophecies that spoke of this day have at last come true. Doom has come to our world.&lt;br /&gt;
&lt;br /&gt;
As I have said, my brothers, I grow weary. I have no doubt that Evil exists. I have seen it with my own eyes; I have seen its cruelty. But is it not cruel for the gods to give hope, only to dash that hope again and again?&lt;br /&gt;
&lt;br /&gt;
In my youth, I tried as best I could to prepare for such an event. It was, at one time, the very reason for my existence. But now that the moment is at hand, I feel old. I feel afraid. I feel that I have lost my strength.&lt;br /&gt;
&lt;br /&gt;
I confess that my faith no longer guides my path. It is with a heavy heart that I take my leave of you, my brothers. I would say that I will pray for you, but I fear my prayers would fall on deaf ears.&lt;br /&gt;
&lt;br /&gt;
May you someday find the truth, and may that truth finally give you freedom.&lt;br /&gt;
&lt;br /&gt;
Yours in sorrow,&lt;br /&gt;
&lt;br /&gt;
[[Ord Rekar]]&lt;br /&gt;
Elder of Harrogath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9423</id>
		<title>Diablo II: Lord of Destruction Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II:_Lord_of_Destruction_Manual&amp;diff=9423"/>
				<updated>2008-10-28T18:06:27Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exeter Book, ca. 10th Century==&lt;br /&gt;
So spoke the Wanderer, mindful of hardships and of cruel slaughters.&lt;br /&gt;
&lt;br /&gt;
Each dawn, I rise alone, mired in ancient sorrows. Wretched and deprived of my native land. I have had my mind bound with fetter. For many years, I lay hidden in the concealment of the earth, buried deep in stone. From there, I went, abject and winter-grieving, over the surface of the waves. I sought the prison of my noble kinsman. Sorrow is a cruel companion to one who can afford few friends, and the path of exile attends this mournful spirit.&lt;br /&gt;
&lt;br /&gt;
And so this world, every day, is crumbling and falling. The rulers lie dead, deprived of reverly, bands of warriors lie fallen proud by the wall. War destroyed some, carried them away; a sorrowful man hid one deep within a grave. Thus the creator of men laid waste this dwelling-place, until the old works of giants stood vacant, without the noise of their inhabitants.&lt;br /&gt;
&lt;br /&gt;
So said the Wanderer, set apart in secret meditations.&lt;br /&gt;
&lt;br /&gt;
The kingdom of the earth is full of miseries, and the decree of the fats shall change the course of the heavens.&lt;br /&gt;
&lt;br /&gt;
Inspired by The Wanderer (Anonymous).&lt;br /&gt;
from the Exeter Book, ca. 10th Century.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Journal of Elder Aust of Haggorath==&lt;br /&gt;
===3rd day of Montaht, Lauds===&lt;br /&gt;
&lt;br /&gt;
My dearest Elora&lt;br /&gt;
&lt;br /&gt;
It's been ten long years since you were taken from Anya and me. In my mind's eye, I still see your beautiful face and remember the happier days of our time together. It comforts me to write and think that, somehow, you are reading this yourself. It may not be long before I join you in the afterlife.&lt;br /&gt;
&lt;br /&gt;
Our people's time here in Haggorath is drawing to an end. Recently, our seer, Caldra has been afflicted with terrifying visions of our doom. Last night, the whole village awoke to her screams. When I reached Caldra's cottage, our daughter, Anya, was already there comforting her. During the night, the seer's raven hair had turned stark white . She was delirious when I entered the room, howling senselessly and tearing out her hair in bloody clumps.&lt;br /&gt;
&lt;br /&gt;
It took us some time to calm her -- but even then, she seemed only a shadow of her former self. She wouldn't respond to any of us directly, instead staring into some unseen world beyond our own. the healer, Malah, came but her aempts to cure Cladra were fuile. Our tortured seer was not sick of body -- she had quite clearly gone mad.&lt;br /&gt;
&lt;br /&gt;
Excerpt from the Journal of Elder Aust of Haggorath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4th day of Montaht, Sext===&lt;br /&gt;
&lt;br /&gt;
This morning as the dawn came the other Elders and I held a vigil over Caldra's comatose form, praying to the Ancients for guidance. Then, just as suddenly as it begun her madness broke or so it seemed. She sat straight up in bed , thin strands of her once beautiful hair draping over her nightgown - her eyes seemed to glow with a feverish inner Light. By the Ancients, she looked older than any Elder there.&lt;br /&gt;
&lt;br /&gt;
She gazed slowly around the room, looking at each of us in turn. With a slight, almost mocking smirk, she whispered in a ragged voice: &amp;quot;Baal comes . . . and destruction follows him like a storm.&amp;quot; She then sank back into the bed and with a shudder, breathed her last. By the gods, Elora, as long as I draw breath, I will never forget her terrible portent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5th day of Montaht, Vespers===&lt;br /&gt;
&lt;br /&gt;
If Caldra's prophetic words were not enough to move Qual-Kehk and his men to take up arms, then the black clouds of smoke rising in the south surely proved to be! We surmised that a great army was marching towards us. Led by none other than Baal the Lord of Destruction. Our worst fears were confirmed when we lost all contact with our capital, Sescheron.&lt;br /&gt;
&lt;br /&gt;
I fear the worst, but I put my faith in Qual-Kehk. He's always defended us against those who would attempt to assault sacred Mt. Arreat. It's likely that Sescheron was taken by surprise -- may the Ancients watch over them -- but we, the sons of Harrogath, remain vigilant. The ancient barricades and watchtowers built for this day stand ready as they always have.&lt;br /&gt;
&lt;br /&gt;
The old prophecies speak of a dark day when destruction will wash over us like a torrent of blood and fire, leaving nothing but the ashes of our people in its wake. As I look south towards the darkening skies, I know that day of doom was finally come.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===7th day of Montaht, Matins===&lt;br /&gt;
&lt;br /&gt;
It seems that I am not the only one who cannot sleep. Qual-Kehk readies his men even now, as I ready myself. This morning, I shall propose that we perform one of the long-forbidden Druidic spells of warding. As Elders, we alone are capable of summoning such tremendous energies. Though the ward may drain us of vital magical reserves, if our land is to be saved we will do what we must.&lt;br /&gt;
&lt;br /&gt;
Our people once considered the Druids brethren -- but after the terrible Mage Wars, the druids were exiled to the harsh wilds beyond our homeland. Since then, our Elders have kept their fearsome Druidic powers a closely guarded secret.&lt;br /&gt;
&lt;br /&gt;
The danger of unleashing such powers once again terrifies me. If done incorrectly, the warding spell could consume us all well before the arrival of Baal's army. However, I have studied the rites, and I am confident that I can cast the warding correctly with the Council's help. The ward will bar passage to any spawn of Hell -- even Baal himself. I intend to place it around the entirety of Harrogath.&lt;br /&gt;
&lt;br /&gt;
Casting the spell in this fashion requires that all seven Elders venture outside the protective walls of our city. The danger is great . . . We may all be killed. However, I see no alternative. I go now to take this matter before the assembled Council of Elders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Compline===&lt;br /&gt;
&lt;br /&gt;
My meeting with the Elders was as trying as I suspected it would be. They vehemently disagreed with my plan. Nihlathak argued that there must be another way to stop Baal's assault, but neither he nor the others could offer a real alternative. In time, five of the Elders came to see that my plan was hte only way. Regrettably, Qual-Kehk remained unconvinced.&lt;br /&gt;
&lt;br /&gt;
Though Nihlathak reluctantly agreed to participate in the spell, he refused to help convince Qual-Kehk of my plan's merit. I must admit I was intimidated by Nihlathak -- even though I am older than he and of higher standing within the council.&lt;br /&gt;
&lt;br /&gt;
When I pressed Qual-Kehk to support my plan, he bristled with anger. I cannot recall ever seeing him so upset -- not even when his finest proteg? left in search of adventure, never to return. But I stood firm in my resolve and finally convinced him that this alone could ensure the safety of Harrogath. Even now, he readies his best men to guard us while we cast the Druid ward.&lt;br /&gt;
&lt;br /&gt;
As I write this, I can hear the screams of the dying in the distance . . . calling to us . . . mocking us. But before I cast what may be my final spell . . . I must see our beloved Anya one last time.&lt;br /&gt;
&lt;br /&gt;
Aust, Elder of Harrogath&lt;br /&gt;
7th day of Montaht&lt;br /&gt;
1265 Anno Kehjistani&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Coming of the Lord of Destruction==&lt;br /&gt;
&amp;quot;And a child will cradle Terror in his breast as the heart of man falls under the shadow.&lt;br /&gt;
&lt;br /&gt;
A Wanderer will pass through the ancient lands trailing chaos in his wake.&lt;br /&gt;
&lt;br /&gt;
The Three Brothers will be reunited as the mortal world trembles before their might.&lt;br /&gt;
&lt;br /&gt;
And so it was foretold that the Three, once reunited, would be shattered again --&lt;br /&gt;
&lt;br /&gt;
And the last of them would set his sights on the holy mount. The warnings held that&lt;br /&gt;
&lt;br /&gt;
Their defeat would be illusory - that the final gambit had yet to be played . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now at last the storm surges forth from the southlands, and the hand of Destruction&lt;br /&gt;
&lt;br /&gt;
Reaches out to undo the workings of the Ancients. The tides of Hell surge - ready to smash&lt;br /&gt;
&lt;br /&gt;
Down upon the shores of the mortal world - to drown the guilty and the innocent alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Excerpt from the Prophecies of the Final Day&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Last Testament of Ord Rekar==&lt;br /&gt;
I once believed.&lt;br /&gt;
&lt;br /&gt;
Others looked to me for strength, for my faith was a pillar in the house of the Elders. I once believed in something greater than myself; I believed that the faithful would be rewarded and the evil would be punished.&lt;br /&gt;
&lt;br /&gt;
I believed the Prophecies of the Final Day to be mere superstitions -- and that even if they had any credence at all, as our ancestors believed, the events they spoke of would never come to fruition in our time.&lt;br /&gt;
&lt;br /&gt;
I was a fool.&lt;br /&gt;
&lt;br /&gt;
The gods have not revealed their divine plan to me, nor have they blessed me with their countenance. But I am certain of one terrible fact -- At long last, the prophecies have begun to fulfill themselves.&lt;br /&gt;
&lt;br /&gt;
First, there was Tristam . . .&lt;br /&gt;
&lt;br /&gt;
Diablo, the Lord of Terror, cast his shadow over the quiet hamlet and set his demonic minions loose across the countryside. A number of valiant heroes rose up to challenge Diablo's wrath and hunted the demonlord into the bowels of the earth itself. Only by the grace of the Light did they vanquish Diablo's mortal host and put and end to his nefarious schemes.&lt;br /&gt;
&lt;br /&gt;
It seemed that the Lord of Terror had been defeated, and my heart took solace in this affirmation of my faith . . . but alas, the nightmare was only just beginning.&lt;br /&gt;
&lt;br /&gt;
Somehow, Diablo's terrible spirit survived and took root within the very hero who struck him down. Wearing the guise of the mysterious Wanderer, Diablo set out to free his brothers, Baal and Mephisto, from their imprisonment in the East.&lt;br /&gt;
&lt;br /&gt;
Just as before, a new band of heroes arose to put a halt to Diablo's dark quest. Though the Lord of Terror succeeded in freeing his brothers from bondage, their reunion would be short-lived. The mortal heroes managed to vanquish Mephisto and even hunted Diablo into the depths of Hell. Only Baal, the Lord of Destruction, was left unaccounted for.&lt;br /&gt;
&lt;br /&gt;
Once again, it seemed that justice had been served. Blind as I was, I clung to the path of the righteous -- believing that perhaps, finally, all was well . . . that the nightmare had given away to a dream of peace.&lt;br /&gt;
&lt;br /&gt;
But the plague of evil persists, and I . . . grow weary.&lt;br /&gt;
&lt;br /&gt;
For now, the nightmare has started once again.&lt;br /&gt;
&lt;br /&gt;
Baal has resurfaced, and behind him marches the vast Army of Destruction. He has gathered a legion of demons that revel in mayhem and wanton chaos -- and they are headed right towards us . . . right towards the holy mountain our ancestors swore to protect. It is obvious that Baal comes to assail Arreat, seeking the Heart of the World. And my faith, once unwavering, is now shaken to the very core.&lt;br /&gt;
&lt;br /&gt;
The prophecies that spoke of this day have at last come true. Doom has come to our world.&lt;br /&gt;
&lt;br /&gt;
As I have said, my brothers, I grow weary. I have no doubt that Evil exists. I have seen it with my own eyes; I have seen its cruelty. But is it not cruel for the gods to give hope, only to dash that hope again and again?&lt;br /&gt;
&lt;br /&gt;
In my youth, I tried as best I could to prepare for such an event. It was, at one time, the very reason for my existence. But now that the moment is at hand, I feel old. I feel afraid. I feel that I have lost my strength.&lt;br /&gt;
&lt;br /&gt;
I confess that my faith no longer guides my path. It is with a heavy heart that I take my leave of you, my brothers. I would say that I will pray for you, but I fear my prayers would fall on deaf ears.&lt;br /&gt;
&lt;br /&gt;
May you someday find the truth, and may that truth finally give you freedom.&lt;br /&gt;
&lt;br /&gt;
Yours in sorrow,&lt;br /&gt;
&lt;br /&gt;
Ord Rekar&lt;br /&gt;
Elder of Harrogath&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9422</id>
		<title>Diablo II Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9422"/>
				<updated>2008-10-28T17:49:45Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: /* The Reign of Diablo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Great Conflict=&lt;br /&gt;
Librarius Ex Horadrim&lt;br /&gt;
&lt;br /&gt;
BOOK ONE OF HEAVEN AND HELL&lt;br /&gt;
&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The Great Conflict''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
=The Sin War=&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the Sin War. [[Angel]]s and [[Demon]]s, disguising themselves while travelling 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
=The Dark Exile=&lt;br /&gt;
Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.?&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Great Evils]]. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 PrimeEvils 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 humanitywould 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 ultimate lyride 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?&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the Underworld, and to the ircredit, annihilated a third of Hell's treacherous legions. In the end, however, theywere 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 theirfocus 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.&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Binding of the Three=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel [[Tyrael]]. These sorcerers were to hunt the [[Three Evils]] and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstones]].&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the [[Soulstones]], were then buried beneath the dunes of the desolate Eastern Sands. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Lands of Khanduras=&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Awakening=&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Darkening of Tristram=&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Fall of the Black King=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, [[Leoric]] condemned [[Lachdanan]] and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Reign of Diablo=&lt;br /&gt;
The [[King Leoric|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?&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled [[Tristram]], making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known?&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9421</id>
		<title>Diablo II Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9421"/>
				<updated>2008-10-28T17:46:56Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Great Conflict=&lt;br /&gt;
Librarius Ex Horadrim&lt;br /&gt;
&lt;br /&gt;
BOOK ONE OF HEAVEN AND HELL&lt;br /&gt;
&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The Great Conflict''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
=The Sin War=&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the Sin War. [[Angel]]s and [[Demon]]s, disguising themselves while travelling 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
=The Dark Exile=&lt;br /&gt;
Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.?&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Great Evils]]. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 PrimeEvils 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 humanitywould 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 ultimate lyride 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?&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the Underworld, and to the ircredit, annihilated a third of Hell's treacherous legions. In the end, however, theywere 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 theirfocus 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.&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Binding of the Three=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel [[Tyrael]]. These sorcerers were to hunt the [[Three Evils]] and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstones]].&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the [[Soulstones]], were then buried beneath the dunes of the desolate Eastern Sands. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Lands of Khanduras=&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Awakening=&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Darkening of Tristram=&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Fall of the Black King=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, [[Leoric]] condemned [[Lachdanan]] and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Reign of Diablo=&lt;br /&gt;
The [[King Leoric|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?&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled [[Tristram]], making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known?&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
{{Story navbox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9420</id>
		<title>Diablo II Manual</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Diablo_II_Manual&amp;diff=9420"/>
				<updated>2008-10-28T17:46:18Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Great Conflict=&lt;br /&gt;
Librarius Ex Horadrim&lt;br /&gt;
&lt;br /&gt;
BOOK ONE OF HEAVEN AND HELL&lt;br /&gt;
&lt;br /&gt;
Since the Beginning, the forces of [[Light]] and [[Darkness]] have engaged in an eternal war: '''The Great Conflict''', whose victor will rise from the apocalyptic ashes to hold sway over all creation. To this end, the [[Angel]]s of the [[High Heavens]] adhere to strict militaristic disciplines. [[Seraphim]] warriors strike at the enemies of Light with swords imbued with righteous wrath and justice. The Angels believe that only absolute discipline can properly restore order to the myriad realms, while the demonic denizens of the [[Burning Hells]] hold that absolute chaos is the true nature of all things.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The greatest of these heroes was [[Izual]], lieutenant to the [[Archangel]] [[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.&lt;br /&gt;
&lt;br /&gt;
Although the Great Conflict burned hotter and longer than any of the stars in the sky, neither side could gain dominion over the other for long. Both factions sought some way to turn the tides of the war to their favor. With the ascension of Man and his mortal realm, the Great Conflict ground to a mysterious halt. Both armies paused in a breathless stalemate, waiting to see to whose side Man would eventually turn. Mortals had the unique ability to choose between Darkness and Light, and it was held that this would be the deciding factor in the outcome of the Great Conflict. Thus, the agents of the nether-realms descended to the mortal realm to vie for the favor of Man.&lt;br /&gt;
&lt;br /&gt;
==The Sin War==&lt;br /&gt;
The coming of the [[Great Conflict]] to the mortal realm is known as the Sin War. [[Angel]]s and [[Demon]]s, disguising themselves while travelling 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This jealousy of Man led to harsh, atrocious acts of violence by the demons against the mortal realm. Some men learned of this deep hatred and used it against the denizens of the [[Underworld]]. One such mortal, [[Horazon]] the Summoner, delighted in summoning demons and then breaking them to his will. Horazon, along with his brother [[Bartuc]], were members of the Eastern [[mage clan]] known as the [[Vizjerei]]. This mystic clan studied the ways of demons and had catalogued their lore for generations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Empowered by this knowledge, Horazon was able to take the work of the Vizjerei and pervert it for his demented purposes. The denizens of Hell sought revenge against this bold mortal, but Horazon managed to keep himself well protected within his arcane sanctuary. 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]].&lt;br /&gt;
&lt;br /&gt;
=The Dark Exile=&lt;br /&gt;
Seven is the number of the powers of Hell, and Seven is the number of the Great Evils.?&lt;br /&gt;
&lt;br /&gt;
[[Duriel]], the Lord of Pain&lt;br /&gt;
&lt;br /&gt;
[[Andariel]], the Maiden of Anguish&lt;br /&gt;
&lt;br /&gt;
[[Belial]], the Lord of Lies&lt;br /&gt;
&lt;br /&gt;
[[Azmodan]], the Lord of Sin&lt;br /&gt;
&lt;br /&gt;
These are the true names of the lesser of the [[Great Evils]]. For ages uncounted each have ruled over their own domains within the Burning Hells,seeking absolute dominion over their infernal brethren. As the Lesser Four continuously vied for the control of those forces that dwelled within their realms,the Greater Three held absolute power over the whole of Hell. The [[Lesser Four]] used dark and evil measures in their quest for power, and herein begins the legend of the Dark Exile.&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]], the Lord of Hatred&lt;br /&gt;
&lt;br /&gt;
[[Baal]], the Lord of Destruction&lt;br /&gt;
&lt;br /&gt;
[[Diablo]], the Lord of Terror&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 PrimeEvils 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 humanitywould 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 ultimate lyride 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?&lt;br /&gt;
&lt;br /&gt;
The Brothers fought with all of the savagery of the Underworld, and to the ircredit, annihilated a third of Hell's treacherous legions. In the end, however, theywere 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 theirfocus 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.&lt;br /&gt;
&lt;br /&gt;
As the war fires 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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Binding of the Three=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Eventually, a secretive order of mortal magi was gathered together by the enigmatic Arch-Angel [[Tyrael]]. These sorcerers were to hunt the [[Three Evils]] and put an end to their vicious rampage. The order, known as the [[Horadrim]], consisted of wizards from the diverse and numerous mage-clans of the East. Employing disparate magical practices and disciplines, this unlikely Brotherhood succeeded in capturing two of the Brothers within powerful artifacts called [[Soulstones]].&lt;br /&gt;
&lt;br /&gt;
[[Mephisto]] and [[Baal]], trapped within the swirling, spiritual constraints of the [[Soulstones]], were then buried beneath the dunes of the desolate Eastern Sands. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Lands of Khanduras=&lt;br /&gt;
BOOK TWO&lt;br /&gt;
&lt;br /&gt;
THE RETURN OF TERROR&lt;br /&gt;
&lt;br /&gt;
THE LANDS OF KHANDURAS&lt;br /&gt;
&lt;br /&gt;
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 squabbles 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Awakening=&lt;br /&gt;
Not long after [[Leoric]] took possession of [[Khanduras]], a power long asleep awakened within the dark recesses beneath the Monastery. Sensing that freedom was within his grasp, [[Diablo]] entered the nightmares of the [[Lazarus|Arch Bishop]] and lured him into the dark, subterranean labyrinth. In his terror, [[Lazarus]] raced throughout the abandoned hallways until he at last came to the chamber of the burning [[Soulstone]]. No longer in command of his body or spirit, he raised the stone above his head and uttered words long forgotten in the realm of mortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His will destroyed, Lazarus shattered the Soulstone upon the ground. Diablo once again came into the world of Man. Although he was released from his imprisonment within the Soulstone, the [[Lord of Terror]] was still greatly weakened from his long sleep and required an anchor to the world. Once he had found a mortal form to wear, he could begin to reclaim his vastly depleted power. The great demon weighed the souls residing in the town above, and chose to take the strongest of them - that of King Leoric.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many months King Leoric secretly fought the evil presence that twisted his thoughts and emotions. Sensing that he had been possessed by some unknown evil, Leoric hid his dark secret from his [[Priest]]s, hoping that somehow his own devout righteousness would be enough to exorcise the corruption growing inside him - he was sorely mistaken. Diablo stripped away the core of Leoric's being, burning away all honor and virtue from his soul. Lazarus too, had fallen under the sway of the [[Demon]], keeping close to Leoric at all times. Lazarus worked to conceal the plans of his new Master from the [[Order of Light]], hoping that the demon's power would grow, well concealed amongst the servants of [[Zakarum]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The priests of Zakarum and the citizenry of [[Khanduras]] recognized the disturbing change within their liege. His once proud and rugged form became distorted and deformed. King Leoric became increasingly deranged and ordered immediate executions of any who dared to question his methods or authority. Leoric began to send his Knights to other villages to bully their townspeople into submission. The people of Khanduras who had once grown to see great honor in their ruler began to call Leoric the Black King.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Driven to the brink of madness by the [[Lord of Terror]], King Leoric slowly alienated his closest friends and advisors. [[Lachdanan]], Captain of the Knights of the [[Order of Light]] and honored Champion of [[Zakarum]], tried to discern the nature of his King's deteriorating spirit. Yet at every turn the Arch-Bishop [[Lazarus]] would waylay Lachdanan and admonish him for questioning the actions of the King. As tensions grew between the two, Lazarus charged Lachdanan with treason against the Kingdom. To the Priests and Knights of Leoric's court, the prospect of Lachdanan committing treason was ridiculous. Lachdanan's motives were honorable and just, and soon many began question the reason of their once beloved King. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[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 . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Darkening of Tristram=&lt;br /&gt;
The absence of prying advisors and inquisitive Priests left Diablo free to assume total control over the King?s battered soul. As the Lord of Terror attempted to strengthen his hold upon the maddened King, he found that the lingering spirit of Leoric fought with him still. Although the control over Leoric that Diablo held was formidable, the Demon knew that in his weakened state he could never take complete possession of his soul as long as a glimmer of his will remained. The demonlord sought a fresh and innocent host upon which to build his Terror.&lt;br /&gt;
&lt;br /&gt;
The demon relinquished his control over Leoric, but the King?s soul was left corrupted and his mind crazed. Diablo began to search throughout Khanduras for the perfect vessel to act as his focus, and found such a soul easily within his reach. Enjoined by his dark master, Lazarus kidnapped Albrecht - the only son of Leoric - and dragged the terrified youth down into the blackness of the labyrinth. Flooding the boy?s defenseless mind with the essence of pure Terror, Diablo easily took possession of the young Albrecht.&lt;br /&gt;
&lt;br /&gt;
Pain and fire raced through the child?s soul. Hideous laughter filled his head and clouded his thoughts. Paralyzed with fear, Albrecht felt the presence of Diablo within his mind as it seemed to push him down, deeper and deeper into darkness and oblivion. Diablo gazed upon his surroundings through the eyes of the young prince. A lustful hunger still tortured the demon after his frustrating bout for control over Leoric, but the nightmares of the boy provided ample substance to sate him. Reaching deep into Albrecht?s subconscious, Diablo ripped the greatest fears of the child from their hiding places and gave them breath.&lt;br /&gt;
&lt;br /&gt;
Albrecht watched, as if out of a dream, twisted and disfigured forms appeared all around him. Unholy, writhing visages of terror danced about him chanting choruses of obscenities. All of the ?monsters? that he had ever imagined or believed that he had seen in his life became flesh and were given life before him. Large bodies comprised of living rock erupted from the walls and bowed to their dark master. The ancient, skeletal corpses of the Horadrim arose from archaic crypts and lumbered off into the red washed corridors beyond. As the cacophony of madness and nightmares hammered its final blow against Albrecht?s shattered spirit, the bloodlusted ghouls and demons of his mind scattered and scrambled maniacally into the lengthening passageways of his waking Nightmare.&lt;br /&gt;
&lt;br /&gt;
The ancient catacombs of the Horadrim had become a twisted labyrinth of raw, focused Terror. Empowered by Diablo?s possession of young Albrecht, the creatures of the boy?s own imagination had gained corporeal form. So strong was the terror that grew inside of Albrecht, that the borders of the Mortal realm began to warp and tear. The Burning Hell began to seep into the world of Man and take root within the labyrinth. Beings and occurrences displaced by time and space, and long lost to the history of Man were pulled screaming into the ever-expanding domain.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Fall of the Black King=&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The once noble King screamed an unearthly death-cry, and as his madness finally overtook him, he brought down a curse upon those who had so betrayed him. Calling upon the forces of Darkness that he had spent his entire life combating, [[Leoric]] condemned [[Lachdanan]] and the others to eternal damnation. In that last, fleeting moment within the heart of the Monastery, all that was ever virtuous or honorable about the stewards of [[Khanduras]] was shattered forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Reign of Diablo=&lt;br /&gt;
The [[King Leoric|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?&lt;br /&gt;
&lt;br /&gt;
Travelers on the roads surrounding [[Tristram]] were accosted by cloaked riders that seemed to now constantly roam the deserted countryside. Many villagers fled [[Tristram]], making their way to other towns or kingdoms, fearing some unnamed evil that seemed to wait in the shadows all around them. Those few who chose to remain seldom ventured out at night, and never tread foot upon the grounds of the cursed Monastery. Whispered rumors of poor, innocent people being abducted in the night by wicked, nightmarish creatures filled the halls of the local inn. With no King, no law, and no army left to defend them, many of the townsfolk began to fear an attack from the things that now dwelt beneath their town.&lt;br /&gt;
&lt;br /&gt;
The Arch-Bishop [[Lazarus]], frayed and disheveled, returned from his absence and assured the townsfolk that he too had been ravaged by the growing evil of the Monastery. With their desperate need for reassurance clouding their good judgment, [[Lazarus]] whipped the townspeople into a frenzied mob. Reminding them that Prince [[Albrecht]] was still unaccounted for, he persuaded many of the men to follow him into the depths of the Monastery to search for the boy. They gathered torches and soon the night air glowed with the flickering light of hope. They armed themselves with shovels, picks and scythes and so prepared, they boldly followed the treacherous Arch-Bishop straight into the fiery maw of Hell itself?&lt;br /&gt;
&lt;br /&gt;
The few who survived the horrible fate that awaited them returned to [[Tristram]] and recounted what they could of the ordeal. Their wounds were terrible, and even the skills of the healer could not save some of them. As the stories of demons and devils spread, a stifling, primal Terror began to consume the hearts of all of the town's inhabitants. It was a Terror that none of them had ever known?&lt;br /&gt;
&lt;br /&gt;
Deep beneath the foundations of the ruined Monastery, [[Diablo]] gorged himself upon the fears of the mortals above him. He slowly sank back into the welcoming shadows and began to harness his depleted power.&lt;br /&gt;
&lt;br /&gt;
He smiled to himself in the sheltering darkness, for he knew that the time of his final victory was fast approaching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Story]]&lt;br /&gt;
&lt;br /&gt;
{{Story navbox}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sorceress&amp;diff=9410</id>
		<title>Sorceress</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sorceress&amp;diff=9410"/>
				<updated>2008-10-25T18:28:02Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}The Sorceress is Diablo 2's true mage, a character bristling with powerful magics of every kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{Sorceress Skills}}''A rebellious woman who has wrested the secrets of magic use from the male dominated Mage-Clans of the East, the Sorceress is an expert in mystical creation ex nihilo. Though somewhat lacking in the skills of hand-to-hand combat, she compensates for this weakness with fierce combative magic for both offense and defense. Solitary and reclusive, the Sorceress acts based on motives and ethics inscrutable to most, and sometimes seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle.''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Starting Stats&lt;br /&gt;
! Gain Each Level&lt;br /&gt;
! Gain Each Point&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Strength: 10&lt;br /&gt;
* Dexterity: 25&lt;br /&gt;
* Vitality: 10&lt;br /&gt;
* Energy: 35&lt;br /&gt;
|&lt;br /&gt;
*Hit Points: 40&lt;br /&gt;
*Stamina: 74&lt;br /&gt;
*Mana: 35&lt;br /&gt;
|&lt;br /&gt;
* Life: +1&lt;br /&gt;
* Stamina: +1&lt;br /&gt;
* Mana: +2&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 2 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 2 Mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern Jungles.&lt;br /&gt;
&lt;br /&gt;
The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visited certain families across Sanctuary. These families had one thing in common -- they each had a seven-year old daugther. Always good-natured and polite, the Zann Esu visitors would meet the girls, ask a few questions, and then leave. A select few of the girls were visited a second time and offered apprenticeships. The families of those chosen enjoyed good fortune for many years after.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu, or Sorceresses as they are generally known, are on a quest for purity, the pursuit of the perfect magic. They feel the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need -- threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Sanctuary with the highest level of attunement to the magical elements.&lt;br /&gt;
&lt;br /&gt;
The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Sanctuary. For centuries they have studied in secret, perfecting their art and bidding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence.&lt;br /&gt;
&lt;br /&gt;
The Zann Esu oracles have decreed that the time of the Emergence is at hand. The destruction of the Prime Evils is to be the great test of their clan. Recently, Sorceresses have appeared mysteriously throughout Sanctuary to do battle with the minions of evil wherever they are found.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
Athletic, affable, and self-assured. Sorceresses hardly seem like scholarly bookworms hidden away from civilization. Sorceresses possess many of the same skills as the male members of the Eastern mage clans, but excel at the use of elemental magic. Like most mages, they consider melee combat vulgar and use magic almost exclusively to fight their enemies.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Paladin&amp;diff=9409</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Paladin&amp;diff=9409"/>
				<updated>2008-10-25T18:26:41Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}A melee fighter with a few magical attacks, the '''Paladin''' can battle the demons on his own, or use his magics to ennoble his party to new levels of ferocity.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Paladin Skills}}''The '''Knights of Westmarch''' who felled the armies of mighty [[Leoric]] are pure at heart and closely follow the teachings of [[Zakarum]], the Religion of the Light. A battle-ready warrior for whom faith is a shield, the Paladin fights for what he believes to be right. His steadfastness gives him powers to bestow blessings to his friends and wreak cruel justice on foes. There are those who call the Paladin an overwrought zealot, but others recognize in him the strength and goodness of the Light.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Starting Stats&lt;br /&gt;
! Gains Each Level&lt;br /&gt;
! Attribute Points Grant&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Strength: 25&lt;br /&gt;
* Dexterity: 20&lt;br /&gt;
* Vitality: 25&lt;br /&gt;
* Energy: 15&lt;br /&gt;
|&lt;br /&gt;
* Hit Points: 55&lt;br /&gt;
* Stamina: 89&lt;br /&gt;
* Mana: 15&lt;br /&gt;
|&lt;br /&gt;
* Life +2&lt;br /&gt;
* Stamina +1&lt;br /&gt;
* Mana +1.5&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 3 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 1.5 Mana&lt;br /&gt;
|}&lt;br /&gt;
== Faster Cast Rate ==&lt;br /&gt;
The Faster Cast Rate mod affects Holy Shield, Blessed Hammer, and Fist of the Heavens, as well as any skills granted you by an item (eg. Teleport, War Cry, and so on).&lt;br /&gt;
{|&lt;br /&gt;
! Frames&lt;br /&gt;
! 15&lt;br /&gt;
! 14&lt;br /&gt;
! 13&lt;br /&gt;
! 12&lt;br /&gt;
! 11&lt;br /&gt;
! 10&lt;br /&gt;
! 9&lt;br /&gt;
|-&lt;br /&gt;
|  Faster Cast Rate +%&lt;br /&gt;
|  0&lt;br /&gt;
|  9&lt;br /&gt;
|  18&lt;br /&gt;
|  30&lt;br /&gt;
|  48&lt;br /&gt;
|  75&lt;br /&gt;
|  125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Faster Block Rate==&lt;br /&gt;
Holy Shield reduces your block speed to 2 frames by default, breakpoints for such are in line 3 of the following chart.&lt;br /&gt;
{|&lt;br /&gt;
! Frames&lt;br /&gt;
! 5&lt;br /&gt;
! 4&lt;br /&gt;
! 3&lt;br /&gt;
! 2&lt;br /&gt;
! 1&lt;br /&gt;
|-&lt;br /&gt;
|  Faster Block Rate +%&lt;br /&gt;
|  0&lt;br /&gt;
|  13&lt;br /&gt;
|  32&lt;br /&gt;
|  86&lt;br /&gt;
|  600&lt;br /&gt;
|-&lt;br /&gt;
|  Faster Block Rate +%*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|  0&lt;br /&gt;
|  86&lt;br /&gt;
|}&lt;br /&gt;
''*Holy Shield only''&lt;br /&gt;
==Faster Hit Recovery==&lt;br /&gt;
Very popular in PVP circles, this shortens the time it takes for you to recover from a severe hit.&lt;br /&gt;
{|&lt;br /&gt;
! Frames&lt;br /&gt;
! 9&lt;br /&gt;
! 8&lt;br /&gt;
! 7&lt;br /&gt;
! 6&lt;br /&gt;
! 5&lt;br /&gt;
! 4&lt;br /&gt;
! 3&lt;br /&gt;
|-&lt;br /&gt;
|  Faster Block Rate +%&lt;br /&gt;
|  0&lt;br /&gt;
|  7&lt;br /&gt;
|  15&lt;br /&gt;
|  27&lt;br /&gt;
|  48&lt;br /&gt;
|  86&lt;br /&gt;
|  200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During the mid-twelfth century, after the Church of Zakarum had gained prominence in the East, the Church decreed that the visions of Akarat would be spread throughout the known world in order to redeem the masses. Thus, the church selected a group of its most charismatic and devoted priests and sent them on a mission to proselytize the people of the West.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the Church had not prepared these men for the rigors of travel or the hazards of the world. Those priests who survived their missions recounted tales of harsh weather, inadequate supplies, attacks from bandits, and even encounters with horrible monsters. To ensure the success of future missions, the Church set about training holy warriors, Paladins, to accompany and safeguard their missionaries. These &amp;quot;Protectors of the Word&amp;quot; proved to be more successful at converting the native peoples than the Priests they were assigned to defend. Impressing the locals with daring deeds, powerful weapons, and martial prowess was far more convincing than the condemnations of a soft-spoken monk. However, once the Word had been spread to every major city of the West, the Protectors of the Word faded from public view.&lt;br /&gt;
&lt;br /&gt;
Some decades later, Paladins were again called into service. During the height of the Time of Troubles, the Church commenced a second campaign of conversion. This time, however, unconvincible were deemed to be evil. The Zakarum inquisition, spread through the lands like a tempest, laying waste to all suspected of demonic possession or corruption. Leading this crusade was a new generation of Paladins, known as the &amp;quot;Hand of Zakarum&amp;quot;. These cavaliers of righteousness swept through the lands, expunging the taint of demonic contamination wherever they found it.&lt;br /&gt;
&lt;br /&gt;
In the midst of this bloody crusade, a rebellion arose within the ranks of the Paladins of Zakarum. The rebels condemned the methods of the Inquisition, proclaiming that their new Order of Paladins should protect the innocent, and that the evil corruption they fought was merely evidence of their forebear's failure. They resolved to fight the true source of corruption. The Three Prime Evils - Diablo, Baal, and Mephisto. And so, these rebellious Paladins left their Zakarum brethren and ventured West.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
Paladins use holy magic as gifted by the High Heavens. They must maintain strictly ordered lives, constantly upholding the cause of Virtue and Light. They must never succumb to worldly temptations lest they risk being deceived into following false lights -- demons masquerading as heavenly beings.&lt;br /&gt;
&lt;br /&gt;
Paladins may use their skills to increase their prowess with sword and shield, as well as lend blessing &amp;quot;Auras&amp;quot; to themselves and to any who join them. They are particularly effective against the Undead, as they know many holy incantations effective against these creatures.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Necromancer&amp;diff=9408</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Necromancer&amp;diff=9408"/>
				<updated>2008-10-25T18:25:18Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}The '''Necromancer''' is a summoner mage. Unlike the [[Sorceress]] with her powerful [[element]]al skills, the Necromancer's killing power comes through indirect means; he uses the [[demon]]s' strengths against them, relying on his powerful [[minion]]s and [[Curse]]s to control the battlefield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Necromancer Skills}}From the steamy recesses of the southern swamps comes a figure cloaked in mystery. The Necromancer, as his name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various creatures for his purposes. Though his goals are often aligned with those of the forces of [[Light]], some do not think that these ends can justify his foul means. Long hours of study in dank mausolea have made his skin pale and corpselike, his figure, skeletal. Most people shun him for his peculiar looks and ways, but none doubt the power of the Necromancer, for it is the stuff of nightmares.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Starting Stats&lt;br /&gt;
! Gain Each Level&lt;br /&gt;
! Gain Each Point&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Strength: 15&lt;br /&gt;
* Dexterity: 25&lt;br /&gt;
* Vitality: 15&lt;br /&gt;
* Energy: 25&lt;br /&gt;
| &lt;br /&gt;
* Hit Points: 45&lt;br /&gt;
* Stamina: 79&lt;br /&gt;
* Mana: 25&lt;br /&gt;
|&lt;br /&gt;
* Life: +1.5&lt;br /&gt;
* Stamina: +1&lt;br /&gt;
* Mana: +2&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 2 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 2 Mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.&lt;br /&gt;
&lt;br /&gt;
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern Jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that has allowed hem to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has led outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.&lt;br /&gt;
&lt;br /&gt;
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines. Although their art is considered &amp;quot;dark&amp;quot;, and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient mage clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.&lt;br /&gt;
&lt;br /&gt;
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. The mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being itself. The followers of Rathma seek to right the balance by ridding the mortal realms of nonmortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they apparently are willing to ally with the forces of Order, but only until such time as the balance is restored.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
Necromancers have the ability to reanimate corpses of most entities and to control the recently dead. The dead release spiritual energies that haunt the mortal realms. The Necromancer can focus these energies, giving them manifestation in the corporeal world. Practitioners of necromancy can curse the very fate of a victim by manipulating the Prime energies flowing through all living things.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Barbarian&amp;diff=9407</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Barbarian&amp;diff=9407"/>
				<updated>2008-10-25T18:23:19Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: /* TRAITS AND ABILITIES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}: ''You can find the hidden '''Barbarian''' class of ''Diablo: Hellfire'' on the [[Barbarian (Diablo I)]] article page. If you were linked here for the Diablo I Barbarian, you can update that link to the proper article.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Barbarian''' is a member of any of several tribes living on the fringes of civilization, and refusing the influence of those he sees as soft and weak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Barbarian Skills}}&lt;br /&gt;
Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are reflected in the Barbarian's sturdy and powerful frame.  Though perhaps lacking the sophistication of city-folk, the Barbarian has an acute awareness of his surroundings.  Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of lycanthropy.  In fact, he believes he can call upon totemic animal spirits to infuse him with supernormal strengths and abilities, but these only work to improve his already superb battle-tactics.&lt;br /&gt;
&lt;br /&gt;
As you'd expect this is the brawn behind the five characters.  The sheer variety of fighting and damage-enhancing skills would have the warrior from Diablo fleeing for mummy's apron. But the most exciting improvement made to the fighter is the ability to wield two weapons at the same time.  Allotting points to his 'Double Swing' skill in his Combat Actions tree will optimise this ability, enabling him to perform a quick one two with both weapons.  Add a point to 'Bash', and 'Axe Mastery' and you can imagine how powerful this guy can be and all this possible on reaching a character level of only six.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Attribute&lt;br /&gt;
! Starts&lt;br /&gt;
! Per additional point&lt;br /&gt;
! Each Level Up&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 30&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Vitality&lt;br /&gt;
| 25&lt;br /&gt;
| + 4 to Life, 1 Stamina&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| 10&lt;br /&gt;
| 1 Mana&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Stamina&lt;br /&gt;
| 91&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 55&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Mana&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Being a hand-to-hand specialist he's going to need to watch his health and keep a plentiful stock of health potions.  Luckily he possesses 'Find Health Potion' {level one skill} and this will aid him in successfully harvesting a superior health potion from the body of a slain monster.  And at higher levels, if he does go charging into a situation he's not ready to handle he has a  leap skill that will enable him to jump over the pack and into safety.  From there he's more than capable of putting some distance between himself and his opponents as he has the highest amount of stamina and can run for a good old distance before needing to rest to replenish.&lt;br /&gt;
&lt;br /&gt;
To enhance his Combat Skills he has near-on an entire tree dedicated to Combat Masteries. All are Clvl six and below and is the only section of any tree that does not have prerequisites.  So basically the first skill point you get you can allot it to any of the six masteries to improve whichever weapon he is using at that time.  All masteries are passive so do not need activating, as soon as a single point has been added he will begin to enjoy increased proficiency in that area as they become intrinsic to his character.  The more points, the more of a master he becomes in that particular weapon.  So a bit of a 'Daniel my son' element there.&lt;br /&gt;
&lt;br /&gt;
Whilst it appears he will not be experiencing too many problems in the early stages of the game he is not going to be able to display as much bravado in later levels where he'll come up against the serious magic-casting monsters.  He'll need to watch his resistances as he doesn't really specialise in long-ranged attacks as you'd expect so the chances of him being successfully hit by a spell-caster when going toe-to-toe are touching 100%.   Also his 'Natural Resistance' skill doesn't become available until he's reached Clvl 30.  The long-ranged attacks that have been confirmed are 'Double Throw' in Combat Skills and of course his 'Throwing Mastery'.  However points can't be added to the former until he reaches a Clvl of 12.  His starting strength is the highest of all the characters so finding some heavy duty armour ASAP will be his own personal quest.  Raising his AC with 'Shout' will only be a temporary stop-gap and as he's not exactly mana-man he'll not be able to do that continuously to compensate for inferior armour.&lt;br /&gt;
&lt;br /&gt;
==Warcries==&lt;br /&gt;
&lt;br /&gt;
A varied bunch of skills the Warcries are.  There is a lot of variety in this tree indeed, ranging from attack skills to aura-like bonuses to corpse skills.  There are actually 7 &amp;quot;War Cries&amp;quot; here, the other 3 are corpse skills, grouped in here by default.&lt;br /&gt;
&lt;br /&gt;
Warcries are cast with a right click, and are a sort of spell.  When casting them the Barbarian throws his arms up and his head back and howls.  The warcry is shown as a Nova of brightly-colored light moving out from the Barbarian in an expanding ring.  All warcries have a distinctive graphic, but the sound the Barbarian makes is a random one each time.  The Warcries all have different ranges, with the beneficial aura-like ones generally going nearly full screen, while the attack Warcries that hurt monsters have much less range, usually just a few yards.&lt;br /&gt;
&lt;br /&gt;
With beneficial Warcries, other characters and minions must be in range of the Warcry (basically anywhere on the screen is close enough) when it is cast.  They'll then enjoy the benefit for the duration of the skill, which depends on how many points the Barbarian has in it.  Beneficial Warcries should be refreshed before they expire.  Battle Orders especially, since it adds to the maximum potential hps and mana, and must be filled up with leech or potions.&lt;br /&gt;
&lt;br /&gt;
The three corpse skills are very useful as well.  Find Item is one of the most powerful skills in the game, in terms of finding good equipment, and Find Potion can be very helpful also, for the more patient Barbarian. Grim Ward is one of the neatest skills in the game in concept and appearance, but it's hardly needed or used in the game, since the Barbarian is so powerful in other areas that it's icing on the icing on the triple chocolate chip fudge cake.&lt;br /&gt;
&lt;br /&gt;
===Echoing Weapons===&lt;br /&gt;
&lt;br /&gt;
A good plan is to find two echoing weapons, and use them on your weapon switch.  Echoing is a prefix that gives +3 to all Warcries, and obviously two of these gives +6 to every skill in this tree.  You switch weapons, cast Battle Orders and any others, then go back to your normal weapons.  Dual Echoing is very useful for Find Item and Potion also, taking them instantly to Slvl 7 (or higher, with other equipment) which is good odds on both.&lt;br /&gt;
&lt;br /&gt;
You can use +2 Sounding weapons also, but obviously they are not as good.  Any time you are in town, check the NPC for echoing weapons, and since most Barbs spend some time shopping for a big weapon at some point, you should find Echoing stuff at the same time.  Buy anything you can dual wield with this bonus, normal weapons if possible, since they have lower Str/Dex/Level requirements.&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Warcries]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Masteries==&lt;br /&gt;
&lt;br /&gt;
Masteries increase the Barbarian's efficiency in the use of weapons such as swords, axes, pole-arms and even ranged attacks with his Throwing Mastery. A Barbarian needs to pick one mastery (or possibly two if you go with Throwing) and stick with it, eventually putting the maximum 20 skill points into it.  Bonuses from your Masteries add to your damage with every attack skill, so should be maxed out first.  If you are using mostly Whirlwind but with some Berserk, some Leap Attack, and some Frenzy, more points in your mastery will make all of those more effective.&lt;br /&gt;
&lt;br /&gt;
Other than the six weapon masteries, there are four other passive skills in this tree, all of which deserve at least one point.  Increased Stamina is helpful, though not mandatory.  Increased Speed is the same, basically a luxury, but running faster means you get to each battle quicker, move faster in town, can escape trouble more rapidly, and is just generally more fun.  It's hard to resist a point there.  Iron Skin is helpful for your defense, and Natural Resistance is one of the most useful skills in the entire game.  Certainly the other six character classes would trade most any of their skills to for one that gave them free resistance.&lt;br /&gt;
&lt;br /&gt;
===Critical Strike===&lt;br /&gt;
&lt;br /&gt;
All the Weapon Masteries give a % chance of hitting for double damage, just like the Amazon's Critical Strike skill.  This bonus is calculated after all other damage, including bonus from strength and skills, so it doubles the total damage, often a number in the thousands.  This has always been the case, but the double damage bonus was not displayed in the skill description before D2X. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Slvl1&lt;br /&gt;
! Slvl5&lt;br /&gt;
! Slvl10&lt;br /&gt;
! Slvl15&lt;br /&gt;
! Slvl20&lt;br /&gt;
|-&lt;br /&gt;
| 3%&lt;br /&gt;
| 13%&lt;br /&gt;
| 17%&lt;br /&gt;
| 19%&lt;br /&gt;
| 20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Combat Masteries]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
&lt;br /&gt;
The true Barbarian skills, all sorts of &amp;quot;hit things hard&amp;quot; abilities with some classic names such as 'Bash', 'Stun', and 'Berserk'.   All very savage-sounding and just what you'd expect a Barbarian to possess.  In addition to these single hit skills, there are crowd control attacks that hit multiple targets, and ways to increase your attack speed.  More variety than you might expect.&lt;br /&gt;
&lt;br /&gt;
There are two ranged attacks here, and the extremely useful Berserk, enabling the Barbarian to do by far the most non-physical damage of any combat character in the game.&lt;br /&gt;
&lt;br /&gt;
All of these skills work well with the Barbarian's Masteries, which add to his weapon damage when using any sort of attack.  Warcries are helpful also in many cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Combat Skills]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It is said that when the world was very young the tribes of the Northern Steppes were given sacred charge. Somewhere deep within the great mountain Arreat, lies a source of great power, crucial to the well-being of all humanity. The tribes act as guardians of this artifact, and through this sacred duty, have shaped their way of life in observance of this power.&lt;br /&gt;
&lt;br /&gt;
Steeped in mystery and tradition, these people refer to themselves as the Children of Bul-Kathos, the great and ancient king. To better protect their lands from outside forces they adopted a nomadic lifestyle, frequently moving within the confines fo the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magic and complex machinery, as they believe these things can only weaken the resolve developed over so many years.&lt;br /&gt;
&lt;br /&gt;
The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies in nature to enhance their own substantial physical prowess. Because of this, and their freedom from the trappings of the outside world, the Western Kingdoms has historically referred to these tribes as barbarians, an epithet that belies the rich cultural and spiritual history these people possess. Although some trade with these curious folk, they do so only along the outmost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions.&lt;br /&gt;
&lt;br /&gt;
Every attempt at conquest has always been met with fierce and decisive resistance in an account of one skirmish, hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs, the tribesmen descended on the invaders, howling as the charged like the fierce mountain winds. Fully half of the trespassing soldiers immediately dropped their weapons and fled, the remainder were set upon by the Northmen with a fervor that none of the battle-hardened invaders had ever witnessed. No quarter was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either . . . at least none that could be observed.&lt;br /&gt;
&lt;br /&gt;
It is interesting that recently, since news of Diablo's re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
Renowned for their awesome combat prowess as well as their arrogant demeanor, the Barbarians appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. They derive their power chiefly from intense physical training, but also tap primal energies from the living world around them. They can manifest these or add to their already considerable catalogue of superhuman feats of strength and power.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Barbarian&amp;diff=9406</id>
		<title>Barbarian</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Barbarian&amp;diff=9406"/>
				<updated>2008-10-25T18:22:54Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}: ''You can find the hidden '''Barbarian''' class of ''Diablo: Hellfire'' on the [[Barbarian (Diablo I)]] article page. If you were linked here for the Diablo I Barbarian, you can update that link to the proper article.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Barbarian''' is a member of any of several tribes living on the fringes of civilization, and refusing the influence of those he sees as soft and weak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
{{Barbarian Skills}}&lt;br /&gt;
Ceaseless clan warfare and the constant struggle to survive in the hostile wilderness are reflected in the Barbarian's sturdy and powerful frame.  Though perhaps lacking the sophistication of city-folk, the Barbarian has an acute awareness of his surroundings.  Because of his shamanistic belief in the animal powers with whom he identifies, the Barbarian is sometimes associated with stories of lycanthropy.  In fact, he believes he can call upon totemic animal spirits to infuse him with supernormal strengths and abilities, but these only work to improve his already superb battle-tactics.&lt;br /&gt;
&lt;br /&gt;
As you'd expect this is the brawn behind the five characters.  The sheer variety of fighting and damage-enhancing skills would have the warrior from Diablo fleeing for mummy's apron. But the most exciting improvement made to the fighter is the ability to wield two weapons at the same time.  Allotting points to his 'Double Swing' skill in his Combat Actions tree will optimise this ability, enabling him to perform a quick one two with both weapons.  Add a point to 'Bash', and 'Axe Mastery' and you can imagine how powerful this guy can be and all this possible on reaching a character level of only six.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Attribute&lt;br /&gt;
! Starts&lt;br /&gt;
! Per additional point&lt;br /&gt;
! Each Level Up&lt;br /&gt;
|-&lt;br /&gt;
| Strength&lt;br /&gt;
| 30&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Dexterity&lt;br /&gt;
| 20&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Vitality&lt;br /&gt;
| 25&lt;br /&gt;
| + 4 to Life, 1 Stamina&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| 10&lt;br /&gt;
| 1 Mana&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Stamina&lt;br /&gt;
| 91&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 55&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Mana&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Being a hand-to-hand specialist he's going to need to watch his health and keep a plentiful stock of health potions.  Luckily he possesses 'Find Health Potion' {level one skill} and this will aid him in successfully harvesting a superior health potion from the body of a slain monster.  And at higher levels, if he does go charging into a situation he's not ready to handle he has a  leap skill that will enable him to jump over the pack and into safety.  From there he's more than capable of putting some distance between himself and his opponents as he has the highest amount of stamina and can run for a good old distance before needing to rest to replenish.&lt;br /&gt;
&lt;br /&gt;
To enhance his Combat Skills he has near-on an entire tree dedicated to Combat Masteries. All are Clvl six and below and is the only section of any tree that does not have prerequisites.  So basically the first skill point you get you can allot it to any of the six masteries to improve whichever weapon he is using at that time.  All masteries are passive so do not need activating, as soon as a single point has been added he will begin to enjoy increased proficiency in that area as they become intrinsic to his character.  The more points, the more of a master he becomes in that particular weapon.  So a bit of a 'Daniel my son' element there.&lt;br /&gt;
&lt;br /&gt;
Whilst it appears he will not be experiencing too many problems in the early stages of the game he is not going to be able to display as much bravado in later levels where he'll come up against the serious magic-casting monsters.  He'll need to watch his resistances as he doesn't really specialise in long-ranged attacks as you'd expect so the chances of him being successfully hit by a spell-caster when going toe-to-toe are touching 100%.   Also his 'Natural Resistance' skill doesn't become available until he's reached Clvl 30.  The long-ranged attacks that have been confirmed are 'Double Throw' in Combat Skills and of course his 'Throwing Mastery'.  However points can't be added to the former until he reaches a Clvl of 12.  His starting strength is the highest of all the characters so finding some heavy duty armour ASAP will be his own personal quest.  Raising his AC with 'Shout' will only be a temporary stop-gap and as he's not exactly mana-man he'll not be able to do that continuously to compensate for inferior armour.&lt;br /&gt;
&lt;br /&gt;
==Warcries==&lt;br /&gt;
&lt;br /&gt;
A varied bunch of skills the Warcries are.  There is a lot of variety in this tree indeed, ranging from attack skills to aura-like bonuses to corpse skills.  There are actually 7 &amp;quot;War Cries&amp;quot; here, the other 3 are corpse skills, grouped in here by default.&lt;br /&gt;
&lt;br /&gt;
Warcries are cast with a right click, and are a sort of spell.  When casting them the Barbarian throws his arms up and his head back and howls.  The warcry is shown as a Nova of brightly-colored light moving out from the Barbarian in an expanding ring.  All warcries have a distinctive graphic, but the sound the Barbarian makes is a random one each time.  The Warcries all have different ranges, with the beneficial aura-like ones generally going nearly full screen, while the attack Warcries that hurt monsters have much less range, usually just a few yards.&lt;br /&gt;
&lt;br /&gt;
With beneficial Warcries, other characters and minions must be in range of the Warcry (basically anywhere on the screen is close enough) when it is cast.  They'll then enjoy the benefit for the duration of the skill, which depends on how many points the Barbarian has in it.  Beneficial Warcries should be refreshed before they expire.  Battle Orders especially, since it adds to the maximum potential hps and mana, and must be filled up with leech or potions.&lt;br /&gt;
&lt;br /&gt;
The three corpse skills are very useful as well.  Find Item is one of the most powerful skills in the game, in terms of finding good equipment, and Find Potion can be very helpful also, for the more patient Barbarian. Grim Ward is one of the neatest skills in the game in concept and appearance, but it's hardly needed or used in the game, since the Barbarian is so powerful in other areas that it's icing on the icing on the triple chocolate chip fudge cake.&lt;br /&gt;
&lt;br /&gt;
===Echoing Weapons===&lt;br /&gt;
&lt;br /&gt;
A good plan is to find two echoing weapons, and use them on your weapon switch.  Echoing is a prefix that gives +3 to all Warcries, and obviously two of these gives +6 to every skill in this tree.  You switch weapons, cast Battle Orders and any others, then go back to your normal weapons.  Dual Echoing is very useful for Find Item and Potion also, taking them instantly to Slvl 7 (or higher, with other equipment) which is good odds on both.&lt;br /&gt;
&lt;br /&gt;
You can use +2 Sounding weapons also, but obviously they are not as good.  Any time you are in town, check the NPC for echoing weapons, and since most Barbs spend some time shopping for a big weapon at some point, you should find Echoing stuff at the same time.  Buy anything you can dual wield with this bonus, normal weapons if possible, since they have lower Str/Dex/Level requirements.&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Warcries]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Masteries==&lt;br /&gt;
&lt;br /&gt;
Masteries increase the Barbarian's efficiency in the use of weapons such as swords, axes, pole-arms and even ranged attacks with his Throwing Mastery. A Barbarian needs to pick one mastery (or possibly two if you go with Throwing) and stick with it, eventually putting the maximum 20 skill points into it.  Bonuses from your Masteries add to your damage with every attack skill, so should be maxed out first.  If you are using mostly Whirlwind but with some Berserk, some Leap Attack, and some Frenzy, more points in your mastery will make all of those more effective.&lt;br /&gt;
&lt;br /&gt;
Other than the six weapon masteries, there are four other passive skills in this tree, all of which deserve at least one point.  Increased Stamina is helpful, though not mandatory.  Increased Speed is the same, basically a luxury, but running faster means you get to each battle quicker, move faster in town, can escape trouble more rapidly, and is just generally more fun.  It's hard to resist a point there.  Iron Skin is helpful for your defense, and Natural Resistance is one of the most useful skills in the entire game.  Certainly the other six character classes would trade most any of their skills to for one that gave them free resistance.&lt;br /&gt;
&lt;br /&gt;
===Critical Strike===&lt;br /&gt;
&lt;br /&gt;
All the Weapon Masteries give a % chance of hitting for double damage, just like the Amazon's Critical Strike skill.  This bonus is calculated after all other damage, including bonus from strength and skills, so it doubles the total damage, often a number in the thousands.  This has always been the case, but the double damage bonus was not displayed in the skill description before D2X. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Slvl1&lt;br /&gt;
! Slvl5&lt;br /&gt;
! Slvl10&lt;br /&gt;
! Slvl15&lt;br /&gt;
! Slvl20&lt;br /&gt;
|-&lt;br /&gt;
| 3%&lt;br /&gt;
| 13%&lt;br /&gt;
| 17%&lt;br /&gt;
| 19%&lt;br /&gt;
| 20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Combat Masteries]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Skills==&lt;br /&gt;
&lt;br /&gt;
The true Barbarian skills, all sorts of &amp;quot;hit things hard&amp;quot; abilities with some classic names such as 'Bash', 'Stun', and 'Berserk'.   All very savage-sounding and just what you'd expect a Barbarian to possess.  In addition to these single hit skills, there are crowd control attacks that hit multiple targets, and ways to increase your attack speed.  More variety than you might expect.&lt;br /&gt;
&lt;br /&gt;
There are two ranged attacks here, and the extremely useful Berserk, enabling the Barbarian to do by far the most non-physical damage of any combat character in the game.&lt;br /&gt;
&lt;br /&gt;
All of these skills work well with the Barbarian's Masteries, which add to his weapon damage when using any sort of attack.  Warcries are helpful also in many cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More [[Barbarian Combat Skills]] stats and details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
It is said that when the world was very young the tribes of the Northern Steppes were given sacred charge. Somewhere deep within the great mountain Arreat, lies a source of great power, crucial to the well-being of all humanity. The tribes act as guardians of this artifact, and through this sacred duty, have shaped their way of life in observance of this power.&lt;br /&gt;
&lt;br /&gt;
Steeped in mystery and tradition, these people refer to themselves as the Children of Bul-Kathos, the great and ancient king. To better protect their lands from outside forces they adopted a nomadic lifestyle, frequently moving within the confines fo the Steppes and maintaining few permanent settlements. Isolating themselves from the world outside their territories, they eschew the use of magic and complex machinery, as they believe these things can only weaken the resolve developed over so many years.&lt;br /&gt;
&lt;br /&gt;
The Children of Bul-Kathos have developed a kinship with the land and have learned to harness the primal energies in nature to enhance their own substantial physical prowess. Because of this, and their freedom from the trappings of the outside world, the Western Kingdoms has historically referred to these tribes as barbarians, an epithet that belies the rich cultural and spiritual history these people possess. Although some trade with these curious folk, they do so only along the outmost borders of their lands. All intrusions into the territory surrounding Mount Arreat are forbidden, and warriors from the northern tribes are quick to thwart any incursions.&lt;br /&gt;
&lt;br /&gt;
Every attempt at conquest has always been met with fierce and decisive resistance in an account of one skirmish, hordes of Barbarian tribesmen silently appeared where none had been but moments before. Their bodies painted in mysterious designs, the tribesmen descended on the invaders, howling as the charged like the fierce mountain winds. Fully half of the trespassing soldiers immediately dropped their weapons and fled, the remainder were set upon by the Northmen with a fervor that none of the battle-hardened invaders had ever witnessed. No quarter was asked and none was given, but in the end, when the outlanders sounded a full retreat, no chase was given either . . . at least none that could be observed.&lt;br /&gt;
&lt;br /&gt;
It is interesting that recently, since news of Diablo's re-emergence has spread, a small number of Barbarian warriors has been seen roving the lands outside the Steppes, prepared for war and seeking information regarding the recent activities of the Prime Evils.&lt;br /&gt;
&lt;br /&gt;
==TRAITS AND ABILITIES==&lt;br /&gt;
Renowned for their awesome combat prowess as well as their arrogant demeanor, the Barbarians appear to be perpetually girt for battle. Through harsh conditioning, the Barbarians excel in physical combat and tremendous feats of strength. They derive their power chiefly from intense physical training, but also tap primal energies from the living world around them. They can manifest these or add to their already considerable catalogue of superhuman feats of strength and power.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9405</id>
		<title>Amazon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9405"/>
				<updated>2008-10-25T18:20:40Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: /* Bow &amp;amp; Crossbow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}Amazons are the most flexible warriors in the world of Diablo II; masters of ranged attack with the bow and javelin, but also skilled melee fighters with spears, and possessed of numerous helpful magics as well.&lt;br /&gt;
&lt;br /&gt;
==Stats and Figures==&lt;br /&gt;
{{Amazon Skills}}&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Each Character Level&lt;br /&gt;
! Attribute Point Effect&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Strength: 20&lt;br /&gt;
*Dexterity: 25&lt;br /&gt;
*Vitality: 20&lt;br /&gt;
*Energy: 15&lt;br /&gt;
&lt;br /&gt;
*Hit Points: 50&lt;br /&gt;
*Stamina: 84&lt;br /&gt;
*Mana: 15&lt;br /&gt;
|&lt;br /&gt;
* Life:	+2&lt;br /&gt;
*Stamina: +1&lt;br /&gt;
*Mana: +1.5&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 3 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 1.5 Mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
''This powerful woman warrior belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the bow rivals that of the Rogues, the Amazon is also adept in the use of spears and other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here is our female warrior, not to be confused as a beefed-up Rogue for as well as being much more effective with the bow she also has the potential to master the use of javelins, spears and just a tad of magic.&lt;br /&gt;
&lt;br /&gt;
Her obvious strength lies in ranged attacks and as well as being able to fire a bow or throw a javelin she can enhance these attacks by way of imbuing the weapons with various magical effects such as poison, cold and lightning.  There are also skills which will improve her overall proficiency in their uses, for instance, 'Penetrate' and 'Pierce' in her Passive &amp;amp; Magic tree will increase her % chance to hit and ability to strike more than one monster with an arrow or javelin. She has six Passive skills at her disposal and all of them are quite useful to most Amazon builds.&lt;br /&gt;
&lt;br /&gt;
The Amazon begins equipped with a stack of javelins.  There are many types of javelins that you'll find later in the game, with more damaging ones that require more strength and dexterity to equip, and have various max allowed per stack.  Check out the Amazon specific items page in our Items Database for full information.&lt;br /&gt;
&lt;br /&gt;
The Amazon can use her starting equipment to stab or throw, or switch to a bow as soon as she finds one of those.  She's good with spears also, a decent early spear find and a point in Jab will make for smooth sailing through Act One at the very least, though you'll need to work to keep enough mana early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Javelin &amp;amp; Spear==&lt;br /&gt;
&lt;br /&gt;
All the skills in this tree work with javelins, either throwing them or using them for melee. When using spears, only the melee skills will work, since spears can not be thrown. All of the elemental type attacks in this tree are lightning or poison, there are no fire or cold attacks in this tree.&lt;br /&gt;
&lt;br /&gt;
'''Javelins:'''&amp;lt;br&amp;gt;&lt;br /&gt;
There are many types of javelins to be found or purchased in Diablo II, but none are ever magical, unique, rare, or Set items. Just low quality, normal, and superior. In the expansion throwing weapons are much improved, and there are magical and rare javelins, as well as two (as of v1.11b) unique Amazon javelins, Titan's Revenge and Thunderstroke.  Javelins can be used for melee, but they are intended to be thrown, and will always do higher damage as a projectile (with the exception of the Hyperion Javelin and Balrog Spear in the expansion, which have a higher max damage when used in melee - they have a higher average damage when thrown, however).  In addition there are various skills that only work with thrown javelins.  The melee spear skills work with javelins or spears.&lt;br /&gt;
&lt;br /&gt;
Javelins aren't a bad melee weapon; they have a quick attack rate when used with Jab, and all have a range of 3, better than a lot of one-handed melee weapons.  You should use a shield with your javelin, check the various Amazon strategy guides for equipment appraisals.&lt;br /&gt;
&lt;br /&gt;
'''Spears:'''&amp;lt;br&amp;gt;&lt;br /&gt;
All spears are two-handed, meaning you can never use a shield with one. Though spears have a slow attack speed for most characters, Amazons aren't too bad with them, especially with Jab and Fend adding to your attack rate.  Spearazons are much less popular (and powerful, as of v1.11b) than Bowazons or Javazons, but can be very strong through Nightmare, and are still viable and fun to play in Hell.  One annoying aspect of spears, including the Amazon class-specific types, is their generally low durability, so get used to needing repairs pretty regularly.   Also, beware the Fend bug - when using the skill Fend, if something triggers your amazon's dodge/avoid/evade skills, all Fend attacks after that will miss, but you will continue the Fend until the attack completes.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree.&lt;br /&gt;
&lt;br /&gt;
As of v1.11b, the fastest way to kill a single target for a Javazon or Spearazon is to use Jab, combined with a large amount of crushing blow, to bring the enemy's hit points down by a percentage with each strike, or use the Charged Strike skill to hit with multiple charged bolts, for a large amount of damage per bolt.   This is a dangerous thing to attempt, however, since it means you will be in melee range while you bring them down.&lt;br /&gt;
&lt;br /&gt;
Damage bonuses are something to consider with javelins, or the Amazon class-specific spears.  Regular javelins add .75% damage per point of each stat, while Amazon class-specific javelins and spears add 80% from strength, and 50% from dex.  Most other melee weapons are 1% damage per point of strength, with no damage bonus from dex at all.  This means that you can add bonus damage by adding both to your Spearazons strength or dexterity, but each individual stat point will add less damage than you'll get with a normal spear, such as a Pike or Lance.  Dexterity is more useful to add than strength, generally speaking, since it increases your Attack Rating, Defense, and blocking, while strength just boosts damage (and helps you meet item requirements).&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Javelin &amp;amp; Spear|Javelin &amp;amp; Spear's tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Passive &amp;amp; Magic==&lt;br /&gt;
&lt;br /&gt;
This tree was originally called 'Healing, Movement and Repair' but as the skills changed, Blizzard changed the name to better reflect the collection of skills and spells in it.&lt;br /&gt;
&lt;br /&gt;
There are six passive skills in this tree, most of which are highly-recommended for nearly every type of Amazon play. The three defensive skills, Dodge, Avoid, and Evade are all great for being hit less often, and are especially useful to Bowazons, as they have no shield to help with blocking attacks. For dealing damage, Critical Strike {Clvl 1} and Penetrate {Clvl 18} are both very useful for all types of Amazons, adding to damage and accuracy, and Pierce {Clvl 30} is essential to boost for any projectile-launching Amazon, whether javelins or arrows/bolts are the projectiles of choice.&lt;br /&gt;
&lt;br /&gt;
Although the Necromancer rules the summoning and control areas of the game, the Amazon possesses two minion skills as well. Decoy  {Clvl 24} and Valkyrie  {Clvl 30}. Both will take some heat off the Amazon, but only Valkyrie can inflict damage on her foes, and is mobile and longer-lasting.&lt;br /&gt;
&lt;br /&gt;
Most of the skills in this tree have &amp;quot;diminishing returns&amp;quot;, which means they increase quickly with the first few points you put in, and then add much less bonus at higher and higher levels.  Despite this, some of them are still well worth multiple points, since with some skills adding just another percent or two is very useful.&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Passive &amp;amp; Magic|Passive &amp;amp; Magic tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Bow &amp;amp; Crossbow==&lt;br /&gt;
&lt;br /&gt;
Bow is the weapon of choice for Rogue players from Diablo I, and there are a lot more options and techniques to using a bow in Diablo II than there were in Diablo.  Long gone are the days of shooting nothing but a steady stream of normal arrows, in Diablo II there are ten bow skills to boost your attacks, which are also assisted by several skills from the Passive and Magic skill tree.  There are also a number of types of bows and crossbows in Diablo II, all of them with varying damage, firing rates, and strength/dexterity requirements.  See the Bows  and Crossbows  pages in our Items Database for full info.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.04, all bows were bugged, and the damage from any sort of +%damage modifier, such as Kings, Merciless, etc did not work.  A 10-50 gothic bow with +100% damage would list as 20-100, but would actually do 11-51.  Since this problem has been fixed, Bowazons have become a lot more effective, and they are among the best characters in D2X.&lt;br /&gt;
&lt;br /&gt;
All bow skills require some mana to use, (Two exceptions, Magic Arrow at Slvl 13+ is free and Guided Arrow at Slvl 33+.) which makes some sort of mana steal equipment mandatory for any successful Bowazon.  At lower levels it's usually hard to keep enough mana, but as your bow damage goes up, boosted by better bows and more points in dexterity, you'll find it easier to steal enough mana to keep up a steady attack of bow skills, rather than having to alternate normal attacks with the more damaging bow skills. When using a low damage bow, or shooting monsters that have very few hit points, it's actually more beneficial to have +mana per kill bonuses than mana leech.&lt;br /&gt;
&lt;br /&gt;
Though two of the early skills, &amp;quot;Magic&amp;quot; and &amp;quot;Multi-shot&amp;quot; Arrow allow (as well as Strafe later on), help on arrow economy, one by creating an arrow from mana and the other by splitting one arrow into many, this isn't a real benefit since there is seldom a shortage of arrows, and in any event they are cheap and plentiful to purchase from an NPC in any act.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree, as will two other, non-passive skills: &amp;quot;Decoy&amp;quot;, which creates an immobile decoy, and &amp;quot;Valkyrie&amp;quot;, which creates an ally, a minion much like the Necromancer's, to fight for you or just distract monsters, giving you free shots at them.&lt;br /&gt;
&lt;br /&gt;
Socketed bows can be very useful at early levels, especially with chipped or flawed gems adding elemental damage, or poison.  They aren't the super low level weapon they were in D2C anymore, since Clvl requirements have been added to gems in D2X, but early on you can probably do a lot better with a bow that has 2 or 3 chipped topaz or rubies or emeralds than with any other bow you'll find at that point.&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Bow &amp;amp; Crossbow|Bow &amp;amp; Crossbow tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Amazons are women warriors who hail from a group of islands in the Twin seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a relatively isolated culture. Adapting over the centuries to their tropical milleu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazons. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women, no longer merely playthings for the beings of the Outer Realms, can at long last take their rightful place in the universe.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a seafaring people, one of the first to have made trade contact with both the kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. Much sought after as mercenaries, they are expert soldiers and extremely loyal -- as long as the assignment does not conflict with their strict sense of ethics.&lt;br /&gt;
&lt;br /&gt;
There pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua, who with her consort, Kethryes, rules over the seasons and the weather. Under these goddesses are a wide assortment of lesser deities. Each responsible for his or her own sphere of influence among the amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same name as these gods, although aspects of their personalities seem to have evolved over the centuries.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
The Amazon is more than competent in hand-to-hand combat. Training in the jungles of her native islands have shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rival are the Sisters of the Sightless Eye. But, unless her sisters in arm, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9404</id>
		<title>Amazon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9404"/>
				<updated>2008-10-25T18:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: /* Traits and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}Amazons are the most flexible warriors in the world of Diablo II; masters of ranged attack with the bow and javelin, but also skilled melee fighters with spears, and possessed of numerous helpful magics as well.&lt;br /&gt;
&lt;br /&gt;
==Stats and Figures==&lt;br /&gt;
{{Amazon Skills}}&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Each Character Level&lt;br /&gt;
! Attribute Point Effect&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Strength: 20&lt;br /&gt;
*Dexterity: 25&lt;br /&gt;
*Vitality: 20&lt;br /&gt;
*Energy: 15&lt;br /&gt;
&lt;br /&gt;
*Hit Points: 50&lt;br /&gt;
*Stamina: 84&lt;br /&gt;
*Mana: 15&lt;br /&gt;
|&lt;br /&gt;
* Life:	+2&lt;br /&gt;
*Stamina: +1&lt;br /&gt;
*Mana: +1.5&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 3 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 1.5 Mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
''This powerful woman warrior belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the bow rivals that of the Rogues, the Amazon is also adept in the use of spears and other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here is our female warrior, not to be confused as a beefed-up Rogue for as well as being much more effective with the bow she also has the potential to master the use of javelins, spears and just a tad of magic.&lt;br /&gt;
&lt;br /&gt;
Her obvious strength lies in ranged attacks and as well as being able to fire a bow or throw a javelin she can enhance these attacks by way of imbuing the weapons with various magical effects such as poison, cold and lightning.  There are also skills which will improve her overall proficiency in their uses, for instance, 'Penetrate' and 'Pierce' in her Passive &amp;amp; Magic tree will increase her % chance to hit and ability to strike more than one monster with an arrow or javelin. She has six Passive skills at her disposal and all of them are quite useful to most Amazon builds.&lt;br /&gt;
&lt;br /&gt;
The Amazon begins equipped with a stack of javelins.  There are many types of javelins that you'll find later in the game, with more damaging ones that require more strength and dexterity to equip, and have various max allowed per stack.  Check out the Amazon specific items page in our Items Database for full information.&lt;br /&gt;
&lt;br /&gt;
The Amazon can use her starting equipment to stab or throw, or switch to a bow as soon as she finds one of those.  She's good with spears also, a decent early spear find and a point in Jab will make for smooth sailing through Act One at the very least, though you'll need to work to keep enough mana early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Javelin &amp;amp; Spear==&lt;br /&gt;
&lt;br /&gt;
All the skills in this tree work with javelins, either throwing them or using them for melee. When using spears, only the melee skills will work, since spears can not be thrown. All of the elemental type attacks in this tree are lightning or poison, there are no fire or cold attacks in this tree.&lt;br /&gt;
&lt;br /&gt;
'''Javelins:'''&amp;lt;br&amp;gt;&lt;br /&gt;
There are many types of javelins to be found or purchased in Diablo II, but none are ever magical, unique, rare, or Set items. Just low quality, normal, and superior. In the expansion throwing weapons are much improved, and there are magical and rare javelins, as well as two (as of v1.11b) unique Amazon javelins, Titan's Revenge and Thunderstroke.  Javelins can be used for melee, but they are intended to be thrown, and will always do higher damage as a projectile (with the exception of the Hyperion Javelin and Balrog Spear in the expansion, which have a higher max damage when used in melee - they have a higher average damage when thrown, however).  In addition there are various skills that only work with thrown javelins.  The melee spear skills work with javelins or spears.&lt;br /&gt;
&lt;br /&gt;
Javelins aren't a bad melee weapon; they have a quick attack rate when used with Jab, and all have a range of 3, better than a lot of one-handed melee weapons.  You should use a shield with your javelin, check the various Amazon strategy guides for equipment appraisals.&lt;br /&gt;
&lt;br /&gt;
'''Spears:'''&amp;lt;br&amp;gt;&lt;br /&gt;
All spears are two-handed, meaning you can never use a shield with one. Though spears have a slow attack speed for most characters, Amazons aren't too bad with them, especially with Jab and Fend adding to your attack rate.  Spearazons are much less popular (and powerful, as of v1.11b) than Bowazons or Javazons, but can be very strong through Nightmare, and are still viable and fun to play in Hell.  One annoying aspect of spears, including the Amazon class-specific types, is their generally low durability, so get used to needing repairs pretty regularly.   Also, beware the Fend bug - when using the skill Fend, if something triggers your amazon's dodge/avoid/evade skills, all Fend attacks after that will miss, but you will continue the Fend until the attack completes.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree.&lt;br /&gt;
&lt;br /&gt;
As of v1.11b, the fastest way to kill a single target for a Javazon or Spearazon is to use Jab, combined with a large amount of crushing blow, to bring the enemy's hit points down by a percentage with each strike, or use the Charged Strike skill to hit with multiple charged bolts, for a large amount of damage per bolt.   This is a dangerous thing to attempt, however, since it means you will be in melee range while you bring them down.&lt;br /&gt;
&lt;br /&gt;
Damage bonuses are something to consider with javelins, or the Amazon class-specific spears.  Regular javelins add .75% damage per point of each stat, while Amazon class-specific javelins and spears add 80% from strength, and 50% from dex.  Most other melee weapons are 1% damage per point of strength, with no damage bonus from dex at all.  This means that you can add bonus damage by adding both to your Spearazons strength or dexterity, but each individual stat point will add less damage than you'll get with a normal spear, such as a Pike or Lance.  Dexterity is more useful to add than strength, generally speaking, since it increases your Attack Rating, Defense, and blocking, while strength just boosts damage (and helps you meet item requirements).&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Javelin &amp;amp; Spear|Javelin &amp;amp; Spear's tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Passive &amp;amp; Magic==&lt;br /&gt;
&lt;br /&gt;
This tree was originally called 'Healing, Movement and Repair' but as the skills changed, Blizzard changed the name to better reflect the collection of skills and spells in it.&lt;br /&gt;
&lt;br /&gt;
There are six passive skills in this tree, most of which are highly-recommended for nearly every type of Amazon play. The three defensive skills, Dodge, Avoid, and Evade are all great for being hit less often, and are especially useful to Bowazons, as they have no shield to help with blocking attacks. For dealing damage, Critical Strike {Clvl 1} and Penetrate {Clvl 18} are both very useful for all types of Amazons, adding to damage and accuracy, and Pierce {Clvl 30} is essential to boost for any projectile-launching Amazon, whether javelins or arrows/bolts are the projectiles of choice.&lt;br /&gt;
&lt;br /&gt;
Although the Necromancer rules the summoning and control areas of the game, the Amazon possesses two minion skills as well. Decoy  {Clvl 24} and Valkyrie  {Clvl 30}. Both will take some heat off the Amazon, but only Valkyrie can inflict damage on her foes, and is mobile and longer-lasting.&lt;br /&gt;
&lt;br /&gt;
Most of the skills in this tree have &amp;quot;diminishing returns&amp;quot;, which means they increase quickly with the first few points you put in, and then add much less bonus at higher and higher levels.  Despite this, some of them are still well worth multiple points, since with some skills adding just another percent or two is very useful.&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Passive &amp;amp; Magic|Passive &amp;amp; Magic tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Bow &amp;amp; Crossbow==&lt;br /&gt;
&lt;br /&gt;
Bow is the weapon of choice for Rogue players from Diablo I, and there are a lot more options and techniques to using a bow in Diablo II than there were in Diablo.  Long gone are the days of shooting nothing but a steady stream of normal arrows, in Diablo II there are ten bow skills to boost your attacks, which are also assisted by several skills from the Passive and Magic skill tree.  There are also a number of types of bows and crossbows in Diablo II, all of them with varying damage, firing rates, and strength/dexterity requirements.  See the Bows  and Crossbows  pages in our Items Database for full info.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.04, all bows were bugged, and the damage from any sort of +%damage modifier, such as Kings, Merciless, etc did not work.  A 10-50 gothic bow with +100% damage would list as 20-100, but would actually do 11-51.  Since this problem has been fixed, Bowazons have become a lot more effective, and they are among the best characters in D2X.&lt;br /&gt;
&lt;br /&gt;
All bow skills require some mana to use, (Two exceptions, Magic Arrow at Slvl 13+ is free and Guided Arrow at Slvl 33+.) which makes some sort of mana steal equipment mandatory for any successful Bowazon.  At lower levels it's usually hard to keep enough mana, but as your bow damage goes up, boosted by better bows and more points in dexterity, you'll find it easier to steal enough mana to keep up a steady attack of bow skills, rather than having to alternate normal attacks with the more damaging bow skills. When using a low damage bow, or shooting monsters that have very few hit points, it's actually more beneficial to have +mana per kill bonuses than mana leech.&lt;br /&gt;
&lt;br /&gt;
Though two of the early skills, &amp;quot;Magic&amp;quot; and &amp;quot;Multi-shot&amp;quot; Arrow allow (as well as Strafe later on), help on arrow economy, one by creating an arrow from mana and the other by splitting one arrow into many, this isn't a real benefit since there is seldom a shortage of arrows, and in any event they are cheap and plentiful to purchase from an NPC in any act.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree, as will two other, non-passive skills: &amp;quot;Decoy&amp;quot;, which creates an immobile decoy, and &amp;quot;Valkyrie&amp;quot;, which creates an ally, a minion much like the Necromancer's, to fight for you or just distract monsters, giving you free shots at them.&lt;br /&gt;
&lt;br /&gt;
Socketed bows can be very useful at early levels, especially with chipped or flawed gems adding elemental damage, or poison.  They aren't the super low level weapon they were in D2C anymore, since Clvl requirements have been added to gems in D2X, but early on you can probably do a lot better with a bow that has 2 or 3 chipped topaz or rubies or emeralds than with any other bow you'll find at that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Amazons are women warriors who hail from a group of islands in the Twin seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a relatively isolated culture. Adapting over the centuries to their tropical milleu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazons. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women, no longer merely playthings for the beings of the Outer Realms, can at long last take their rightful place in the universe.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a seafaring people, one of the first to have made trade contact with both the kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. Much sought after as mercenaries, they are expert soldiers and extremely loyal -- as long as the assignment does not conflict with their strict sense of ethics.&lt;br /&gt;
&lt;br /&gt;
There pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua, who with her consort, Kethryes, rules over the seasons and the weather. Under these goddesses are a wide assortment of lesser deities. Each responsible for his or her own sphere of influence among the amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same name as these gods, although aspects of their personalities seem to have evolved over the centuries.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
The Amazon is more than competent in hand-to-hand combat. Training in the jungles of her native islands have shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rival are the Sisters of the Sightless Eye. But, unless her sisters in arm, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9403</id>
		<title>Amazon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Amazon&amp;diff=9403"/>
				<updated>2008-10-25T18:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;Medievaldragon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Class_navbox|II}}Amazons are the most flexible warriors in the world of Diablo II; masters of ranged attack with the bow and javelin, but also skilled melee fighters with spears, and possessed of numerous helpful magics as well.&lt;br /&gt;
&lt;br /&gt;
==Stats and Figures==&lt;br /&gt;
{{Amazon Skills}}&lt;br /&gt;
{|&lt;br /&gt;
! Starting Attributes&lt;br /&gt;
! Each Character Level&lt;br /&gt;
! Attribute Point Effect&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* Strength: 20&lt;br /&gt;
*Dexterity: 25&lt;br /&gt;
*Vitality: 20&lt;br /&gt;
*Energy: 15&lt;br /&gt;
&lt;br /&gt;
*Hit Points: 50&lt;br /&gt;
*Stamina: 84&lt;br /&gt;
*Mana: 15&lt;br /&gt;
|&lt;br /&gt;
* Life:	+2&lt;br /&gt;
*Stamina: +1&lt;br /&gt;
*Mana: +1.5&lt;br /&gt;
|&lt;br /&gt;
* 1 Vitality point gives 3 Life&lt;br /&gt;
* 1 Vitality point gives 1 Stamina&lt;br /&gt;
* 1 Energy point gives 1.5 Mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
''This powerful woman warrior belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the bow rivals that of the Rogues, the Amazon is also adept in the use of spears and other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served.''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Here is our female warrior, not to be confused as a beefed-up Rogue for as well as being much more effective with the bow she also has the potential to master the use of javelins, spears and just a tad of magic.&lt;br /&gt;
&lt;br /&gt;
Her obvious strength lies in ranged attacks and as well as being able to fire a bow or throw a javelin she can enhance these attacks by way of imbuing the weapons with various magical effects such as poison, cold and lightning.  There are also skills which will improve her overall proficiency in their uses, for instance, 'Penetrate' and 'Pierce' in her Passive &amp;amp; Magic tree will increase her % chance to hit and ability to strike more than one monster with an arrow or javelin. She has six Passive skills at her disposal and all of them are quite useful to most Amazon builds.&lt;br /&gt;
&lt;br /&gt;
The Amazon begins equipped with a stack of javelins.  There are many types of javelins that you'll find later in the game, with more damaging ones that require more strength and dexterity to equip, and have various max allowed per stack.  Check out the Amazon specific items page in our Items Database for full information.&lt;br /&gt;
&lt;br /&gt;
The Amazon can use her starting equipment to stab or throw, or switch to a bow as soon as she finds one of those.  She's good with spears also, a decent early spear find and a point in Jab will make for smooth sailing through Act One at the very least, though you'll need to work to keep enough mana early on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Javelin &amp;amp; Spear==&lt;br /&gt;
&lt;br /&gt;
All the skills in this tree work with javelins, either throwing them or using them for melee. When using spears, only the melee skills will work, since spears can not be thrown. All of the elemental type attacks in this tree are lightning or poison, there are no fire or cold attacks in this tree.&lt;br /&gt;
&lt;br /&gt;
'''Javelins:'''&amp;lt;br&amp;gt;&lt;br /&gt;
There are many types of javelins to be found or purchased in Diablo II, but none are ever magical, unique, rare, or Set items. Just low quality, normal, and superior. In the expansion throwing weapons are much improved, and there are magical and rare javelins, as well as two (as of v1.11b) unique Amazon javelins, Titan's Revenge and Thunderstroke.  Javelins can be used for melee, but they are intended to be thrown, and will always do higher damage as a projectile (with the exception of the Hyperion Javelin and Balrog Spear in the expansion, which have a higher max damage when used in melee - they have a higher average damage when thrown, however).  In addition there are various skills that only work with thrown javelins.  The melee spear skills work with javelins or spears.&lt;br /&gt;
&lt;br /&gt;
Javelins aren't a bad melee weapon; they have a quick attack rate when used with Jab, and all have a range of 3, better than a lot of one-handed melee weapons.  You should use a shield with your javelin, check the various Amazon strategy guides for equipment appraisals.&lt;br /&gt;
&lt;br /&gt;
'''Spears:'''&amp;lt;br&amp;gt;&lt;br /&gt;
All spears are two-handed, meaning you can never use a shield with one. Though spears have a slow attack speed for most characters, Amazons aren't too bad with them, especially with Jab and Fend adding to your attack rate.  Spearazons are much less popular (and powerful, as of v1.11b) than Bowazons or Javazons, but can be very strong through Nightmare, and are still viable and fun to play in Hell.  One annoying aspect of spears, including the Amazon class-specific types, is their generally low durability, so get used to needing repairs pretty regularly.   Also, beware the Fend bug - when using the skill Fend, if something triggers your amazon's dodge/avoid/evade skills, all Fend attacks after that will miss, but you will continue the Fend until the attack completes.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree.&lt;br /&gt;
&lt;br /&gt;
As of v1.11b, the fastest way to kill a single target for a Javazon or Spearazon is to use Jab, combined with a large amount of crushing blow, to bring the enemy's hit points down by a percentage with each strike, or use the Charged Strike skill to hit with multiple charged bolts, for a large amount of damage per bolt.   This is a dangerous thing to attempt, however, since it means you will be in melee range while you bring them down.&lt;br /&gt;
&lt;br /&gt;
Damage bonuses are something to consider with javelins, or the Amazon class-specific spears.  Regular javelins add .75% damage per point of each stat, while Amazon class-specific javelins and spears add 80% from strength, and 50% from dex.  Most other melee weapons are 1% damage per point of strength, with no damage bonus from dex at all.  This means that you can add bonus damage by adding both to your Spearazons strength or dexterity, but each individual stat point will add less damage than you'll get with a normal spear, such as a Pike or Lance.  Dexterity is more useful to add than strength, generally speaking, since it increases your Attack Rating, Defense, and blocking, while strength just boosts damage (and helps you meet item requirements).&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Javelin &amp;amp; Spear|Javelin &amp;amp; Spear's tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Passive &amp;amp; Magic==&lt;br /&gt;
&lt;br /&gt;
This tree was originally called 'Healing, Movement and Repair' but as the skills changed, Blizzard changed the name to better reflect the collection of skills and spells in it.&lt;br /&gt;
&lt;br /&gt;
There are six passive skills in this tree, most of which are highly-recommended for nearly every type of Amazon play. The three defensive skills, Dodge, Avoid, and Evade are all great for being hit less often, and are especially useful to Bowazons, as they have no shield to help with blocking attacks. For dealing damage, Critical Strike {Clvl 1} and Penetrate {Clvl 18} are both very useful for all types of Amazons, adding to damage and accuracy, and Pierce {Clvl 30} is essential to boost for any projectile-launching Amazon, whether javelins or arrows/bolts are the projectiles of choice.&lt;br /&gt;
&lt;br /&gt;
Although the Necromancer rules the summoning and control areas of the game, the Amazon possesses two minion skills as well. Decoy  {Clvl 24} and Valkyrie  {Clvl 30}. Both will take some heat off the Amazon, but only Valkyrie can inflict damage on her foes, and is mobile and longer-lasting.&lt;br /&gt;
&lt;br /&gt;
Most of the skills in this tree have &amp;quot;diminishing returns&amp;quot;, which means they increase quickly with the first few points you put in, and then add much less bonus at higher and higher levels.  Despite this, some of them are still well worth multiple points, since with some skills adding just another percent or two is very useful.&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Passive &amp;amp; Magic|Passive &amp;amp; Magic tree in detail.]]&lt;br /&gt;
&lt;br /&gt;
==Bow &amp;amp; Crossbow==&lt;br /&gt;
&lt;br /&gt;
Bow is the weapon of choice for Rogue players from Diablo I, and there are a lot more options and techniques to using a bow in Diablo II than there were in Diablo.  Long gone are the days of shooting nothing but a steady stream of normal arrows, in Diablo II there are ten bow skills to boost your attacks, which are also assisted by several skills from the Passive and Magic skill tree.  There are also a number of types of bows and crossbows in Diablo II, all of them with varying damage, firing rates, and strength/dexterity requirements.  See the Bows  and Crossbows  pages in our Items Database for full info.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.04, all bows were bugged, and the damage from any sort of +%damage modifier, such as Kings, Merciless, etc did not work.  A 10-50 gothic bow with +100% damage would list as 20-100, but would actually do 11-51.  Since this problem has been fixed, Bowazons have become a lot more effective, and they are among the best characters in D2X.&lt;br /&gt;
&lt;br /&gt;
All bow skills require some mana to use, (Two exceptions, Magic Arrow at Slvl 13+ is free and Guided Arrow at Slvl 33+.) which makes some sort of mana steal equipment mandatory for any successful Bowazon.  At lower levels it's usually hard to keep enough mana, but as your bow damage goes up, boosted by better bows and more points in dexterity, you'll find it easier to steal enough mana to keep up a steady attack of bow skills, rather than having to alternate normal attacks with the more damaging bow skills. When using a low damage bow, or shooting monsters that have very few hit points, it's actually more beneficial to have +mana per kill bonuses than mana leech.&lt;br /&gt;
&lt;br /&gt;
Though two of the early skills, &amp;quot;Magic&amp;quot; and &amp;quot;Multi-shot&amp;quot; Arrow allow (as well as Strafe later on), help on arrow economy, one by creating an arrow from mana and the other by splitting one arrow into many, this isn't a real benefit since there is seldom a shortage of arrows, and in any event they are cheap and plentiful to purchase from an NPC in any act.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that her passive skills in the aptly-named 'Passive &amp;amp; Magic' tree will further benefit the chosen skills in this tree, as will two other, non-passive skills: &amp;quot;Decoy&amp;quot;, which creates an immobile decoy, and &amp;quot;Valkyrie&amp;quot;, which creates an ally, a minion much like the Necromancer's, to fight for you or just distract monsters, giving you free shots at them.&lt;br /&gt;
&lt;br /&gt;
Socketed bows can be very useful at early levels, especially with chipped or flawed gems adding elemental damage, or poison.  They aren't the super low level weapon they were in D2C anymore, since Clvl requirements have been added to gems in D2X, but early on you can probably do a lot better with a bow that has 2 or 3 chipped topaz or rubies or emeralds than with any other bow you'll find at that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Amazons are women warriors who hail from a group of islands in the Twin seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a relatively isolated culture. Adapting over the centuries to their tropical milleu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazons. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women, no longer merely playthings for the beings of the Outer Realms, can at long last take their rightful place in the universe.&lt;br /&gt;
&lt;br /&gt;
The Amazons are a seafaring people, one of the first to have made trade contact with both the kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. Much sought after as mercenaries, they are expert soldiers and extremely loyal -- as long as the assignment does not conflict with their strict sense of ethics.&lt;br /&gt;
&lt;br /&gt;
There pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua, who with her consort, Kethryes, rules over the seasons and the weather. Under these goddesses are a wide assortment of lesser deities. Each responsible for his or her own sphere of influence among the amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same name as these gods, although aspects of their personalities seem to have evolved over the centuries.&lt;br /&gt;
&lt;br /&gt;
==Traits and Abilities==&lt;br /&gt;
The Amazon is more than competent in hand-to-hand combat. Training in the jungles of her native islands have shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rival are the Sisters of the Sightless Eye. But, unless her sisters in arm, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.&lt;br /&gt;
&lt;br /&gt;
[[Amazon Skills#Bow &amp;amp; Crossbow|Bow &amp;amp; Crossbow tree in detail.]]&lt;/div&gt;</summary>
		<author><name>Medievaldragon</name></author>	</entry>

	</feed>