Hratli

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Act Three NPCs
Npc-hratli.jpg
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.



Act Three Dialogues

Introduction

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

Quest Tips

You will have to take Ku Y'leh's ashes to Alkor.


The Blade of the Old Religion

Quest Introduction

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.

As far as I 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.

Quest Tips

You may not believe it, but Ormus is the one who can use the Gidbinn to protect us. 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.


Khalim's Will

Quest Tips

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.


Lam Esen's Tome

Quest Tips

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.

After Completion

We have the Book. Now we must see if we can bear its revelations.


The Blackened Temple

Quest Tips

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.

After Completion

The followers of Zakarum lacked all sense of moderation. The collapse of their tainted religion gives me hope.


The Guardian

Quest Tips

I hear there is a little family reunion about to take place in Kurast. The Three brothers draw close.

Shouldn't you be running frantically up and down stairs about now?

After Completion

It looks like you're going to Hell before me. Put in a good word.