Difference between revisions of "Hratli"
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===[[The Golden Bird]]=== | ===[[The Golden Bird]]=== | ||
− | '''After Activation (Unused | + | '''After Activation (Unused)''' |
:''Ku Y'leh was a powerful sage who was rumored to have brewed a potion of immortality. In an ironic twist of fate, he was murdered before his potent elixir could take effect.'' | :''Ku Y'leh was a powerful sage who was rumored to have brewed a potion of immortality. In an ironic twist of fate, he was murdered before his potent elixir could take effect.'' | ||
− | '''Return (with Jade Figurine, Unused | + | '''Return (with Jade Figurine, Unused)''' |
:''Well, you've got something there. It isn't the golden bird.'' | :''Well, you've got something there. It isn't the golden bird.'' | ||
Latest revision as of 18:20, 17 October 2011
Hratli is the NPC blacksmith of Act Three. Much as Jerhyn did in Act Two, Hratli greets newcomers to the Kurast Docks by leaving his usual station and meeting them as they disembark from Meshif's ship. He is only there the first time a character enters Act Three; after that greeting he returns to his forge on an island to the east of the waypoint and stash.With his slender build and tiny frame, Hratli does not look the part of a blacksmith. Yet his work is credited as being very high quality and he is said to be an expert at blending magic with steel. Perhaps he uses magic to wield the heavy smith's hammer as well? Or perhaps he employs a slobbering, toothless idiot with broad shoulders and tree trunks for arms, who he hides away before customers come a' calling?
Hratli's location was quite vexing in earlier versions of the game, when merchants would only buy the type of items they sold. Ormus is the NPC merchant nearest to the waypoint and town portal locations, where Cain waits to identify items. But prior to v1.07, Ormus would not purchase weapons or armor, so players who wanted to sell such items had to wind their way over the dock to Asheara or Hratli. Happily, the v1.07 patch struck a blow for convenience and enabled all merchants to buy all types of items, and Hratli is now visited chiefly by characters who need repairs.
Contents
Greetings[edit]
- Goodbye.
- Good day.
- Good evening.
- Good morning.
- Greetings.
- Hail to you, champion.
- Hello.
- Thank you.
- Truth be told, I didn't expect to see you again. Did you happen to see any magical weapons in Hell?
- Welcome, avenger.
- Yes?
Dialogues[edit]
Introduction[edit]
- Welcome to Kurast, traveler. Few come willingly to this ancient city anymore. I hope you brought your wits with you, for sanity is in short supply here.
- My name is Hratli. I am a sorcerer skilled in metal work. It'd be a pleasure to help you... I don't have many customers these days.
- As you can see, the populace has been brutally decimated by the forces of Mephisto. The canals run red with blood and demons roam the land.
- The wretched jungle-hell has already reclaimed much of Kurast. The only safety you'll find is here at the dockside, where a magical warding holds the jungle evils at bay... but I don't know how long it will last.
- To make matters worse, the Children of Zakarum are in league with the forces of Mephisto. The Zakarum have concentrated their power in the Temple City of Travincal, located within Kurast deep in the jungle wilderness.
- It's true... Their zeal is unmatched. But I say the so-called 'Warriors of Light' are nothing more than the twisted puppets of a hidden hand.
Sorceress only
- Welcome to Kurast, young Sorceress. Few come willingly to this ancient city anymore. I hope you brought your wits with you, for sanity is in short supply here.
- My name is Hratli. I am a sorcerer skilled in metal work. It'd be a pleasure to help you... I don't have many customers these days.
- Though my own magic is only useful for making enchanted weapons, I'll bet yours will put an end to this terrible evil once and for all. May the spirits of Skatsim watch over and protect you.
- As you can see, the populace has been brutally decimated by the forces of Mephisto. The canals run red with blood and demons roam the land.
- The wretched jungle-hell has already reclaimed much of Kurast. The only safety you'll find is here at the dockside, where a magical warding holds the jungle evils at bay... but I don't know how long it will last.
- To make matters worse, the Children of Zakarum are in league with the forces of Mephisto. The Zakarum have concentrated their power in the Temple City of Travincal, located within Kurast deep in the jungle wilderness.
- It's true... Their zeal is unmatched. But I say the so-called 'Warriors of Light' are nothing more than the twisted puppets of a hidden hand.
The Golden Bird[edit]
After Activation (Unused)
- Ku Y'leh was a powerful sage who was rumored to have brewed a potion of immortality. In an ironic twist of fate, he was murdered before his potent elixir could take effect.
Return (with Jade Figurine, Unused)
- Well, you've got something there. It isn't the golden bird.
Return (with Golden Bird)
- You will have to take Ku Y'leh's ashes to Alkor.
Blade of the Old Religion[edit]
Hratli gives this quest.
Activation
- As I told you before, I placed an enchantment upon the dockside in order to keep the demons at bay. But lately, the enchantment seems to be weakening.
- If memory serves me correctly, there is a holy Skatsimi blade that could revitalize the enchantment. The blade is called the Gidbinn.
- Find it, and our sanctuary here will remain safe.
After Activation
- As far as we know, the Gidbinn is in the possession of the Children of Light. They do not wish it to fall into the hands of those who can restore its powers.
- You may not believe it, but Ormus is the one who can use the Gidbinn to protect us.
Return
- Once the Gidbinn is found, Ormus will use it to strengthen the protective barrier around the dockside.
Return (with Gidbinn)
- The Gidbinn's magic can only be channeled through Ormus.
- Take it to him. He has the necessary knowledge about the ancient Skatsimi magics.
Lam Esen's Tome[edit]
After Activation
- We have long sought the Black Book of Lam Esen. Rumors of its whereabouts spread as fast as jungle plagues. If you find it, take it to Alkor.
Return
- Not getting much help?
- You know, people are like rugs. Hang them out a window and shake 'em a couple times. You'll be surprised how much dirt comes out.
Return (with Lam Esen's Tome)
- We have the Book. Now we must see if we can bear its revelations.
The Blackened Temple[edit]
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).
After Activation
- Remember. You can always find sanctuary here with us.
After Activation (Lam Esen's Tome quest wasn't completed)
- This has been a trying time for all of us, but I sense this nightmare is coming to an end.
Return
- The followers of Zakarum demand complete allegiance to their creed. They have slaughtered many of their own for minor grievances.
- They will not hesitate to kill you.
Return (Lam Esen's Tome quest wasn't completed)
- After having served Mephisto all these years, the Council must be twisted by hatred and evil.
Completion
- The followers of Zakarum lacked all sense of moderation. The collapse of their tainted religion gives me hope.
The Guardian[edit]
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).
After Activation
- Mephisto, along with Baal, was originally captured in the desert near Lut Gholein. But imprisoning two of the Brothers together was far too dangerous.
- The Horadrim built the Guardian Tower to hold Mephisto. When Zakarum came to power in this land, it took over the Temple City without paying any heed to what was locked within the Tower.
- And it became their doom.
After Activation (Lam Esen's Tome quest wasn't completed)
- I hear there is a little family reunion about to take place in Kurast. The Three brothers draw close.
Return
- Why build a Tower to place the beast below ground? At times I believe the Horadrim lacked common sense.
Return (Lam Esen's Tome quest wasn't completed)
- Shouldn't you be running frantically up and down stairs about now?
Completion
- It looks like you're going to Hell before me.
- Put in a good word.
Gossip[edit]
General
- Within the Temple City stands a tower built long ago by the Horadrim to imprison the... Well, you'll discover more about it soon enough.
- If you are another follower of Zakarum, I've told you people before I don't want your Towering Spire or anything else you have to sell!
- Some find my prices unreasonable. That is because I am unreasonable.
- You'll find that the Zakarumites have the persistence of zombies, but without the charisma.
About Alkor
- Alkor is a potion dealer given over to a life steeped in ceaseless study and dissipation.
About Asheara
- Asheara leads the mercenary company known as the Iron Wolves. You can hire some of them, but many are occupied securing the dockside.
About Deckard Cain
- This, Cain, whom you brought with you. He has the bearing of great power, yet I sense no magic about him. He is an enigma to me.
About Meshif
- I trust you already know Meshif. But did you know that he was born and raised here?
- I suspect that like many of us his spirit is near broken at the sight of Kurast's decline. Only our brand of gallows humor saves us from utter despair.
About Natalya
- Natalya is a quiet one. She arrived here about a week ago and has pretty much kept to herself. She's inquired about my weapons a few times, so I assume that she's a warrior of some sort.
About Ormus
- Ormus is a man of many mysteries. I sense strong magic about him, but he's never spoken of it to me.
Sorceress only
- You're very brave to have come here. In the old days, mages who didn't belong to one of the great Mage Clans were hunted down as renegades. But now, the Mage Clans have little authority.
Gossip (about Hratli)[edit]
From Alkor
- Hratli's only good for making his silly magic weapons. It's not like he's got the stones to actually go out and use them on anything.
From Asheara
- Hratli may be a bit too clever for his own good. Still, I'd trust his work anytime.
Hratli thinks he's so funny. The other day he said, 'Asheara, I don't recognize you without that big gash on your face.'
From Deckard Cain
- Drognan told me of Hratli when we were in Lut Gholein. He said that he weaves magic into his forge and produces mystical weapons and armor.
- His skills could be quite useful to you.
From Meshif
- Hratli seems to be the only one left here with any common sense. Yet how sensible is it to remain here?
From Natalya
- Hratli is a master craftsman. My Order could make use of one with his unique skills.
From Ormus
- Hratli suspects that Ormus is a mage. He can suspect whatever he wants, Ormus will not show him the true magic.
Characters & NPCs [e]
D2 NPCs D1 NPCs |
---|
Act I |
Akara - Charsi - Chickens - Deckard Cain - Flavie - Gheed - Kashya - Rogue NPCs - Warriv |
---|---|
Act II |
Atma - Deckard Cain - Drognan - Elzix - Fara - Geglash - Greiz - Jerhyn - Kaelan - Lysander - Meshif - Tyrael - Warriv |
Act III |
Alkor - Asheara - Deckard Cain - Hratli - Meshif - Natalya - Ormus - Iron Wolves - Dark Wanderer |
Act IV | |
Act V |
Anya - Deckard Cain - Larzuk - Malah - Nihlathak - Qual-Kehk - Ancients - Tyrael - Barbarian NPCs - Bunnies - Bunny Roaster |
Diablo NPCs |
Adria - Cain - Cows - Farnham - Gillian - Griswold - Kael Rills - Ogden - Pepin - Wirt |
---|---|
Hellfire NPCs | |
Monster NPCs |
Gharbad - Lachdanan - Lazarus - Snotspill - Zhar -- Defiler - Na-Krul |
Others |