Warriv

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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


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 Introduction

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.

Early Return

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

Return with Bark of Inifuss

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

With Scroll of Inifuss

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

After Completion

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


The Forgotten Tower

After Given

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

Early Return

Better an empty pocket than a full grave.

Success

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 Given

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.

Early Return

What better opportunity to show your mettle?

Success

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


Sisters to the Slaughter

After Given

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.

Early Return

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

Success

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


Gossips

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.

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.

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.

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.

To the east are lands of great mystery...and the Jewel City of the Desert, Lut Gholein.

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

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

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.

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 Given

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

Early Return

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

Success

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


The Horadric Staff

Only Cain has dialogues about this quest.


The Tainted Sun

After Given

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

Early Return

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

Success

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


Arcane Sanctuary

After Given

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

Early Return

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

Success

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 Given

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

Success

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


The Seven Tombs

After Given

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.

Success

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.


Gossips

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.

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.

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.


Removed Gossip

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.