Difference between revisions of "Warriv"

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'''Return'''
 
'''Return'''
Fate is like a caged gorilla. It will pelt you with dung if you mock it.
+
:''Fate is like a caged gorilla. It will pelt you with dung if you mock it.''
  
 
'''Completion'''
 
'''Completion'''
Well, the news going around town is very unsettling. Apparently, we were in more danger than anyone thought. Good work friend... you may have saved all our skins.
+
:''Well, the news going around town is very unsettling. Apparently, we were in more danger than anyone thought.''
 +
:''Good work friend... you may have saved all our skins.''
  
  
 
===[[The_Summoner_(quest)|The Summoner]]===
 
===[[The_Summoner_(quest)|The Summoner]]===
===After Given===
+
'''After Activation'''
There's nothing more dreadful than a powerful being driven by a frayed mind.
+
:''There's nothing more dreadful than a powerful being driven by a frayed mind.''
  
===Success===
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'''Completion'''
I guess you'll be heading to the Tombs now? I hear that they're in the deepest desert regions.
+
:''I guess you'll be heading to the Tombs now? I hear that they're in the deepest desert regions.''
  
  

Revision as of 12:22, 11 October 2011

Warriv is an NPC caravan master. He is found in Act One, standing near the stash, above or to the right of the firepit, near the center of town. He does not give any quests, but offers useless advice on most of them. His only real purpose is to welcome new characters to the game, and to offer passage to Lut Gholein once Andariel is defeated.

Warriv is the only NPC with a change of clothing. He wears heavy blue-themed clothes in the Rogue Encampment, and changes into beige desert gear when he arrives in Lut Gholein.

Npc-warriv1.jpg


Greetings

Farewell.
Goodbye.
Good day.
Good evening.
Good luck.
Good morning.
Greetings.
Greetings, my friend.
Hello.
Hot enough for you.
I need your help.
Your presence honors me.
Welcome back my friend. Remember, if you need to return to the West, I'll be glad to escort you with my caravan.
Where can I take you?
Where can I take you today?
Yes?


Act One Dialogues

Introduction

Greetings, stranger. I'm not surprised to see your kind here. Many adventurers have traveled this way since the recent troubles began.
No doubt you've heard about the tragedy that befell the town of Tristram. Some say that Diablo, the Lord of Terror, walks the world again.
I don't know if I believe that, but a Dark Wanderer did travel this route a few weeks ago. He was headed east to the mountain pass guarded by the Rogue Monastery.
Maybe it's nothing, but evil seems to have trailed in his wake. You see, shortly after the Wanderer went through, the Monastery's Gates to the pass were closed and strange creatures began ravaging the countryside.
Until it's safer outside the camp and the gates are re-opened, I'll remain here with my caravan. I hope to leave for Lut Gholein before the shadow that fell over Tristram consumes us all. If you're still alive then, I'll take you along.
You should talk to Akara, too. She seems to be the leader of this camp. Maybe she can tell you more.

Paladin only

Well met, noble Paladin. It's been a while since I've seen any of your kind in the west. It would be an honor to aid you in any way that I can.
No doubt you've heard about the tragedy that befell the town of Tristram. Some say that Diablo, the Lord of Terror, walks the world again.
I don't know if I believe that, but a Dark Wanderer did travel this route a few weeks ago. He was headed east to the mountain pass guarded by the Rogue Monastery.
Maybe it's nothing, but evil seems to have trailed in his wake. You see, shortly after the Wanderer went through, the Monastery's Gates to the pass were closed and strange creatures began ravaging the countryside.
Until it's safer outside the camp and the gates are re-opened, I'll remain here with my caravan. I hope to leave for Lut Gholein before the shadow that fell over Tristram consumes us all. If you're still alive then, I'll take you along.
You should talk to Akara, too. She seems to be the leader of this camp. Maybe she can tell you more.


Den of Evil

After Activation

One who seeks that cave, seeks death.

Return

One who hesitates... does so with good reason.

Completion

...That which does not kill you makes you stronger.


Sisters' Burial Grounds

After Activation

Hmmm...
How can one kill what is already dead?

Return

When the dead return to prey upon the living, it is a terror beyond understanding.

Completion

You've done well, stranger. I hope all your efforts are worth it.


The Search for Cain

After Activation

Months ago, I came across a few survivors from Tristram. They said that Cain had gone half-mad and could no longer distinguish fact from fantasy.

Return

He who seeks that which cannot be found must look inside himself for further guidance... or look harder!

Return (with scroll)

This looks like gibberish to me. Akara may know what to make of it.

Return (after scroll)

It is too dangerous to travel to Tristram. I won't be leaving here until the way is clear!

Completion

Only a brave adventurer could return with Deckard Cain. Akara has a reward for your valor.


The Forgotten Tower

After Activation

Rumors of treasure are no different from rumors of any other kind. They hold false promise to those who should know better.

Return

Better an empty pocket than a full grave.

Completion

Remember. Wealth is as insubstantial as a cloud and passes as quickly. Ignore Gheed. All that twitters is not bold.


Tools of the Trade

After Activation

Just as an archer needs bow and arrow, or a draughtsman pen and paper, so Charsi needs the Horadric Malus with which to ply her trade.

Return

What better opportunity to show your mettle?

Completion

I am glad the hammer has returned and you with it.


Sisters to the Slaughter

After Activation

The mapmakers tell us the shortest distance between two points is a straight line.
Our way east is a line that runs through Andariel's stronghold, the Monastery.

Return

May I remind you that my caravan can only go east, if the Monastery is cleansed?

Completion

The caravan is prepared. We may now journey eastward to Lut Gholein.


Gossip

General

To the east are lands of great mystery... and the Jewel City of the Desert, Lut Gholein.
I'll gladly take you eastward, if you can drive the Evil from the Monastery. Then, the Rogues may re-open the pass through the mountains.
It's easy to become lost in the wilderness on the way to the Citadel. After you have come to the Cairn Stones, you must remember that the path continues through the caves.

About Akara

Akara is the Rogues' High Priestess. She sells the few magic items in her possession and can even heal your wounds. She is very wise and will help you if she can.

About Charsi

Charsi seems to be a very sweet girl. She's the smith around here and can help you by trading weapons and armor.

About Deckard Cain

Cain seems to have great wisdom regarding the supernatural. I hope I never live to be that wise...

About Gheed

Gheed is a wandering merchant of questionable character who is traveling along with my caravan to the East. He will buy and sell most anything.
He's greedy, but his wares are beyond reproach. I would suggest keeping both eyes open when you deal with him.

About Kashya

The fiery Kashya commands the Rogue archers in battle. I've only spoken to her a few times, though. I get the feeling that she doesn't like outsiders very much.

Paladin only

I've been leading my trade caravan across the eastern deserts for more than twenty years now. I've been attacked by bandits and outlaws more times than I can remember. But never when a Paladin accompanied me.
Indeed, your Order has saved me from losing a small fortune over the years. I just hope you can discover what's going on around here and get the Gates to the East opened up!


Gossip (about Warriv)

From Akara

Though he has only been our guest for a short time, I sense that Warriv has faced many harrowing trials. Though he knows, as I do, that a terrible evil has blanketed the land, his only real concern is to reach the eastern trading ports with his caravan.

From Charsi

Warriv's all right, I guess. He seems too serious most of the time. I haven't really talked to him all that much.

From Gheed

Warriv was kind enough to let me travel with his caravan, but don't let him drag you into a search for a new Eastern trade route.
I'm making a fortune right here... from the Rogues, of course! You, on the other hand, always get my best prices!

From Kashya

I don't trust many outlanders, but Warriv seems fine. He never says much to me, though.


Act Two Dialogues

Warriv makes the journey to Lut Gholein after a character finishes Act One, and can be found pacing around the square in the southwest corner of town, where a character first appears in Act Two. He will convey characters back to Act One, if desired.

Introduction

Now that Andariel is dead, I can return and outfit the Rogues properly. Once I've made some trades here, I'll be free to head back to their Monastery. Let me know if you want to travel along.


Radament's Lair

After Activation

I've heard tales of walking corpses out in the desert at night, though I've never actually seen one.

Return

Death is not afraid of the living, but the living abhor death.

Completion

Atma's been telling everyone what you've done for her.


The Tainted Sun

After Activation

The sun has grown disgusted with the terrible deeds it must shine upon each day. Damnation is upon us all.

Return

The calculated coldness of the reptilian brain makes the Claw Vipers uncanny adversaries.

Completion

With renewed daylight, one may gather the wits that were scattered about like restrictive undergarments in the darkness.


Arcane Sanctuary

After Activation

A careful caravan gives wide berth to sleeping bandits. If Horazon is gone, let him remain so.

Return

Fate is like a caged gorilla. It will pelt you with dung if you mock it.

Completion

Well, the news going around town is very unsettling. Apparently, we were in more danger than anyone thought.
Good work friend... you may have saved all our skins.


The Summoner

After Activation

There's nothing more dreadful than a powerful being driven by a frayed mind.

Completion

I guess you'll be heading to the Tombs now? I hear that they're in the deepest desert regions.


The Seven Tombs

After Activation

Be very careful, my friend. I think I've seen enough recently not to doubt that these Tombs exist. And if they do, they're most certainly guarded by terrible creatures.

Completion Never fear, my friend. You did the best you could. I suspect that Diablo and Baal are now heading east, towards Kurast. You'll find them... I know you will.


Gossip

General

Caravans take people where they want to go - until they get there.
By ship is the only way eastward from here. I believe Captain Meshif has a small trading vessel moored at the docks.
There used to be a lot of brothels here... I guess the troubles scared all the women away, or maybe they're 'safe' in Jerhyn's palace.

About Elzix

That old desert fox, Elzix, is as crafty as they come. Years back, he made off with a small fortune of my caravan's wares. I certainly never expected to see him so... domesticated.

About Jerhyn

Jerhyn has his father's strength and wits. He's young, but he rules this place with wisdom and care. I think he'll grow into a fine Sultan... Provided we all survive this crisis.

About Meshif

I've met Meshif many times on my travels here.
I've always enjoyed trading stories with him about the exotic lands of the East. I'd wager he's sailed to many strange lands.