Diablo: Hellfire Walkthrough. Diablo I

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Butcher

Go to the church, talk to the dying guy. He will tell you about the betrayal. Saint Lazarus took the civilians to the church, where they were killed by the demon Butcher, while Lazarus himself fled the scene of the crime. Avenge the death of innocents. Your goal is on the second level, but we don’t advise you to go fight him right away; it’s better to clear the remaining levels, gain experience and upgrade your level. You will kill the butcher without any problems and after his death you will receive a special ax.

Poisoned Source

You can sometimes complete additional tasks and receive additional gold for this. You will also gain experience and sometimes very rare things will start to drop out. Talk to Peppin, he will tell you that the local well has been poisoned. People drink water from it and after a while die in agony. You must help a friend, go to an ancient source where water flows from. Again, kill all the demons on the levels, then proceed specifically to the second level. Examine the wall, find a hole in it and interact with it. You will find yourself close to bad creatures that are poisoning the water. Kill them, and then return to Peppin and tell him everything.

Curse of King Leoric

This task can be completed on the third floor of the dungeon location. Go to the wall and examine the crack in it. You will be transported to the Skeleton King's lair. There are a lot of skeletons in this location that will create a lot of problems for you, so be prepared for long battles. Go to the throne room, King Leoric will be waiting for you there alone, find out his backstory, and then kill him. For victory you will receive the Crown of the Dead, it is very unique and you cannot find it anywhere else in the game.

Garbad the Weak

The mission is called that for a reason, because it is played out quite unusually. Go to the fourth level of the dungeon. Find Garbad, talk to him once, he will ask you not to kill him. Go back to the passage, then go to Garbad, talk to him a second time and he will give you a magic item, for which you supposedly will not kill him. Repeat the already familiar actions for the third time, he will promise to give you one more thing next time. Chat with Garbad a fourth time, he will be angry and try to kill you, take the life of a coward and receive another magic item in your inventory.

Ogdan sign

Go to the descent to the fifth level of the dungeon, the path will be blocked by a fallen personality. She will ask you to bring a special sign. Return to the surface, go to Ogdan's bar, kill the four guards. Find the owner of the tavern, talk to him, he will happily give you a tablet and a rare artifact. Return back to the dungeon and give the tablet to the fallen. He still won't want to let you through, so kill your enemy and his servants. Go to the fifth level of the dungeon.

Magic stone

Return to the city, hand over your unnecessary items to the blacksmith to get more gold. The blacksmith will tell you that recently his caravan with various artifacts was robbed and an ancient Magic Stone (very rare) was stolen. Return to the fifth level of the dungeon, examine the desired area and find the artifact you need, take it to the blacksmith. He will make you a Heavenly Light ring for free.

Courage

Wander around the fifth level of the dungeon, find a huge room in the middle of which there is a stone slab. Read the inscription that is written on it. You will learn that it is possible to obtain rare armor, and it is precisely their extraction that you will be engaged in in this mission. Take the red stone, insert it into the opening and watch as a secret passage opens in front of you. Go into it, fight back a large crowd of horned demons, and after killing them you will receive another stone. Return to the main hall, place another stone on the slab. Repeat the above steps two more times, when all the stones are in their openings, a secret passage will open, from which you can take rare Arcane armor.

Chamber of Bones

Go to the sixth level, reach the passage, it will be closed. Find a book monument and read it to the end. A passage will open for you, go through it. Next you will have to kill skeletons, activate the levers on your way. To gain more experience, find new items and gold, go into small rooms where there are bonuses and enemies guarding them. Get to the end, find another book monument, read it and learn a new spell.

Hall of the Blind

Go to the seventh level, find a room with eight corners. Find a book in the room and read the entire poem.

Crazy Zar

Go to the eighth level, there you will meet the Mage Zar. Talk to him, for this you will receive a magic book. Go to the bookcase, open it and take the book. The magician will be very upset by your action and will attack you, fight back the Magician Zara and kill him. Continue on your way.

black mushroom

Your journey will continue at the ninth level; find the Tome book at the very beginning. Return to Adria, show her the book and you will find out that with the help of this book you can prepare and create various potions. Go to the ninth level, find the black mushroom, it is very easy to spot. Then return to Adria and give her the mushroom. The mission does not end here, go to Peppin, talk to him, the guy needs help in preparing a potion. Return to the ninth level again, kill any monster and take the brains. Go to Peppin, give him brains and get the Spectral Elixir. You can try to give it to Adria, but in the end she will give it to you, so there is no point in returning to the lady.

Devil's Anvil

Talk to Griswold, he will tell you a story, listen to him carefully. After the story, Griswold will tell you that he can create for you such a powerful weapon that Diablo himself will be afraid. Follow to the tenth level of the dungeon, get to the island where the lava is located. Right in the center of the island lies your goal, be prepared to fight back against the demons. Kill them all. Get the item you need, take it to Griswold and he will create a rare blade for you.

Warlord of Blood

The next serious mission you come across a book, read it. You will learn that in the dungeon you can find the path to the infernal arsenal. The place itself is the home of General Warlod. Follow the point on the map, you will find a house, next to them there is a mountain of corpses - these are people who tried to fight to the highest demon and failure overtook them. Go into the building and give battle to the general, don’t expect an easy fight, so stock up on the necessary things to restore health and mana. After victory, you will gain access to devilish armor and other weapons.

Lacdanan

Go to the fourteenth level of the dungeon, after killing many enemies, you will meet the rare knight Lakdan. He once served Leoric and because of the rebellion, everything ended in tears. Now all the people who were in Leoric’s army after death become servants of hell. But there is a magical golden potion in the world that can cure the curse. Follow to the fifteenth level, find the medicine among the corpses of dead demons and take it to Lakdan. For the fact that you healed him, he will help you and give you his helmet.

Archbishop Lazar

Find the ancient staff, talk to Lazarus. You will learn the whole truth about events in the world, then follow to the fifteenth level. Go to the Temple of Lazarus, destroy the crowd of succubi. Then stand on the pentagram and activate it. Go through the red portal and return to level fifteen. Talk to Lazar again.

Diablo

Stand on the central pentagram, it will take you to the sixteenth level and to the final battle. First, go through the crowd of demons, kill them and try to replenish your health more often. To get to Diablo, you will need to activate four levers that will open doors, and through them you will move towards your goal. At the final battle you will need about 20-30 bottles that will save you in the final battle. Stand with your back against the wall so that Diablo cannot throw you back.

farm garden

Talk to a farmer named Lester, he will tell you that he noticed that the flowers were growing very actively and that they began to come to life and attack living creatures. Watch the video that will show Lester's escape from a crowd of plants. Your goal is to free the farm. Throw the resulting bomb on the flowers, so they will die and you will gain access to the hive. Destroy a few more flowers, and then return to Lester and report to him about the work done.

Jersey, Jersey

Complete additional tasks, then return to the farm and talk to the guy who has a noticeable mental disorder. Chat with him, help the poor guy get a suit. Examine the third and fourth levels of the hive, find two suits and take both to the psycho. He will be very grateful and give you an amulet.

Little girl

Talk to the little girl, you will need to find her lost friend, who is actually an ordinary plush toy. Proceed to the third level of the hive, find a demon named Hork, eliminate him and take a small toy from the corpse. Take it to the girl and give it to her. In gratitude you will receive a magical amulet.

Molester

The most dangerous boss in the hive and is located on the fourth level. He is weaker than Diablo, so he is very easy to kill. Eliminate your target and receive a special map where the crypt with treasures is located.

Na-Krul

In the crypt you will find a genetic monster that was created by a scientist and he eventually died at the hands of his creation. Follow through the levels and kill enemies, get to the fourth level of the location. Now you need to read three books in a certain order: the middle one, the left one and finally the right one. Press the lever, this way you can easily kill Na-Krul. Watch the video.

On this walkthrough of the game Diabllo finished.

LEGEND
This story started a long time ago. Seven demons - the rulers of Hell - did not share power and transferred their “showdown” to Earth. As a result, as usual, ordinary mortals suffered, who had to shoulder the entire burden of the fight against dark forces. Through titanic efforts they won, and the three main demons - Mephisto, Baal and Diablo - were imprisoned by the order of magicians in special magic crystals and placed in different parts of the world. The Diablo crystal was kept in an ancient monastery of the order of magicians, located near the city of Tristram. But time passed, and only ruins remained of the monastery of the great magicians. The church preachers who came to those places built a cathedral on the site of the ruins, rightly judging that the holy place should not be empty.
Life on Earth went on as usual, and the spirit of Diablo accumulated strength for liberation. Either the crystal cracked, or the magicians did not take into account the full power of this demon, but over time he learned to influence the minds of people nearby. And the demon chose Archbishop Lazarus as his victim. The choice was not accidental - Lazarus was the closest adviser to King Leoric. Leoric himself was born in the northern kingdom of Westmarch and became famous there as a faithful son of the church and a holy warrior who professed the Zakarum religion - the cult of Light. Arriving in the kingdom of Khandaras, Leoric declared himself king. And such was his good reputation that the people agreed with his claims. As befits a holy warrior, Leoric built his castle next to the local religious center - the very cathedral under which the restless Diablo lurked. Gradually Leoric's character changed. He convinced himself that everyone around him was enemies, thinking only about how to seize the throne, and the only true friend of the king was Archbishop Lazarus. Of course, this could not have happened without the participation of Diablo.
However, no one found out about this. Leoric gradually came to believe that the kingdom of Westmarch (his homeland, by the way!) was eager to attack Khandaras. After some thought, the king decided to outwit his enemies and take the initiative away from them. To do this, he sent his army north to attack Westmarch first.
Meanwhile, Lazarus was determined to free Diablo from prison. To do this, it was necessary to plunge a crystal with a demon into the head of a suitable victim. The archbishop chose the king's son, Prince Albrecht, as his victim. When the unfortunate father received news of the disappearance of his only son, he flew into a rage and, deciding that the inhabitants of the city of Tristram were to blame for everything, he brought down all his anger on them, demanding the return of his son. Leoric executed many of the inhabitants of Tristram, but Albrecht was never found. And then the chief of his guard, Lachdanan, returned and told of the complete defeat of the king’s armies in the north. Leoric has completely gone mad. Seeing his condition, Lakdanan began to beg the king to abdicate the throne. Naturally, Leoric flatly refused, and ordered the “traitor” Lakdanan to be killed. A battle broke out between the servants loyal to the king and Lakdanan’s friends. Lacdanan defeated and killed the mad king. Dying, Leoric cursed his servants, promising that they would serve him forever even after their death. And the curse came true - soon after the king’s funeral, his dead subjects began to resurrect, terrifying the inhabitants of Tristram.
Then Archbishop Lazar proposed to find the missing son of the king and put him on the throne, after which everything should have returned to normal. Residents of the city followed the archbishop into the dungeons under cathedral and there they fell into the hands of the demon Butcher. The scoundrel Lazar himself disappeared.
There were only a few residents left in Tristram, who for one reason or another did not want to leave the doomed city.
Just at this time a traveler came to Tristram. He was a man who was once born in the city, but then went in search of adventure to other lands. You are invited to play the role of this person.
So, the hero returned home...
GAME CONTROLS
To begin with, you will be asked to choose the character you will play and the difficulty level. Here the creators of Hellfire made a very pleasant change to the gameplay. As you may already know, once you defeat Diablo, you can start a new game and choose the same character you just defeated. In this case, you will still have the items and money that the character was carrying when he last saved the game, and he will retain all his parameters. However, when playing the game again with the same character, you could not increase his level, since he was no longer given experience points for destroying monsters. And in Hellfire, if you start the game with an “old” character, but at a HIGHER difficulty level than the previous time, you will be given experience points for killed monsters. In other words, if you killed Diablo with a level 25 warrior on Normal game difficulty, then by starting a new game on Nightmare difficulty with the same warrior, you can “raise” him to level 32-33.
After the game starts, you will find yourself in the town of Tristram. To move around the city, click on the desired location with the left mouse button. You cannot fight in the city; your enemies live only underground. To attack an enemy, simply move the cursor over it and, when its outline is highlighted, left-click. The right key is used to cast the currently selected spell. To pick up an object from the floor, turn a lever or open a door, simply click on the desired object with the left mouse button.
To equip your hero and familiarize yourself with his capabilities, use the control panel located at the bottom of the screen.
On the left are the following buttons:
Char – displaying current information about the hero;
Quest – a diary where all currently received but not yet completed tasks (quests) are recorded;
Map – level map (works only in dungeons);
Menu – allows you to start a new game, save the current game (note, there is only one saved game), load a game, exit Windows, or change some game settings. By the way, in Hellfire, in addition to changing the screen brightness and sound, one innovation has been added to the settings - now you can change the walking speed of your character. At the same time, the character begins to run around like crazy, which is very convenient, because it saves a lot of time. Unfortunately, this “jogging” only works in the city.
In the center there is an information window, above which there are eight cells - the “hero’s belt”, and on the sides there are round bowls showing the supply of magic (blue) and health (red). You can store drinks and magic scrolls in the cells. In order to quickly use them, you can right-click on them or press the corresponding number on the keyboard.
On the right are the following buttons:
Inv – inventory selection;
Spells – select a magic spell from among those learned by heart.
KEYS
_Z – change the scale of the playing field;
_F1 – help;
_P – pause;
_Esc – call the main menu;
_B – call up the menu with the book of spells;
_Shift – by pressing it, you can shoot a bow and swing a sword without leaving your home;
_C – call up a menu with your character’s parameters;
_+ / _– – change the map scale;
_I – call the menu with inventory;
_Enter – enable the window for calling messages;
_Space – close all enabled windows;
_S – select a spell for the right mouse button;
_Q – call up a menu with a diary containing tasks;
_1,…, _8 – quickly use an item hanging on your belt;
_F5,…, _F8 – “hot” keys. They can be assigned to spells. Open the spell selection list, highlight the one you need and press one of these keys to assign a spell to it;
_F9,…, F12 – forwarding messages in multi-user mode;
_UU, _DD, _RR, _LL – map offset.
HEROES
You can choose one of several heroes for yourself. Each of them has their own strengths and weak sides and, more often than not, each of them has a different way of fighting monsters. We will give some advice for each of the heroes, but remember - these tips do not claim to be the ultimate truth.
Warrior - warrior. A large, well-trained warrior who is resistant to blows from opponents. Even if they all attack together, he will be able to fight back. One on one, he will leave no chance to any enemy, but he can suffer greatly from magic or archers. By the way, his strong point is an axe. This hero is suitable for beginners, because at the very beginning his parameters are quite high and you do not have to monitor the hero’s health all the time. But an easy start does not mean an equally easy continuation. When you go down to levels 9-11, the enemies will not seem as harmless to you as at the beginning of the game. A specific feature is the ability to repair uniform items. However, this hero is also suitable for higher level players, since the game provides a choice of difficulty.
The main indicators for a warrior are Strength and Vitality, and a warrior’s strength can reach 250 without the help of any magical things. And with an increase in Vitality, warriors gain more health than any other character in the game. So, when increasing the level of experience of your hero, raise these indicators. Try to put the heaviest and most powerful armor on the warrior, since his strength allows this. When fighting with enemies, do not let them surround the hero, remember - a one-on-one warrior is capable of dealing with all opponents except the main ones (Diablo, The Defiller and Na-Krul). Against the latter you will have to use not so much force as intelligence. The monsters that will cause you the most trouble are those that can attack from a distance, so keep a bow with you or learn a couple of spells. But don’t rely too much on the latter - the warrior is very weak in magic.
Rogue is an archer. This heroine is a kind of warrior who has risen to fight evil. Let’s say, she doesn’t know how to handle a sword and an ax very well, but she’s excellent with a bow. She very deftly and accurately shoots arrows from it. Its advantage is that it can destroy enemies from a distance, its main disadvantage is that it is easily vulnerable in close combat. The heroine also handles magic well, which can greatly simplify your game. A specific feature of the heroine is that she is able to see and disarm traps: if there is a trap in a chest or door, the name will glow red. You will have the opportunity to neutralize them. However, with this heroine you will have to think about some kind of fighting strategy.
The main indicators for an archer are Dexterity (can reach 250 without the help of magic items) and Magic. Her bow and spells will allow her to deal with enemies from a distance, without letting them get closer.
The archer's main drawback is her weapon. The bow doesn't hit as hard as a warrior's weapon, so try to learn powerful spells.
Sorcerer - sorcerer. The name speaks for itself - it has no equal in magic. He reads scrolls very quickly and can learn absolutely every spell in the game. But in close combat he is practically defenseless. Since some types of magic are very powerful, he always has a chance to win. Unfortunately, many monsters are immune to magic. But if you try hard and test all types of magic on monsters, then some spell will definitely work. The sorcerer's special feature is the ability to recharge staves. The Sorcerer is suitable for those who already have extensive experience playing Diablo. For beginners, it is better to play as a warrior or archer.
The main stat for a sorcerer is Magic, which can reach 250 without the help of amulets, rings or other items. The main thing is not to let enemies get close to him. The hardest thing for magicians is at the very beginning, when they don’t have good spells, because they don’t wield any weapons well. But then, when your magician bursts into the hall and immediately casts the Apocalypse spell...
Monk - monk. This character is masterful with both a staff (he attacks all enemies standing next to him at the same time) and with magic (he can use almost all types of magic). It has a specific feature - the ability to make all objects that have fallen from monsters or simply lying on the level glow.
The main indicators for a monk are Strength and Magic. The monk is almost equally good in both melee (staffs) and ranged (magic) combat.
Bard is a singer (more precisely, a singer). Another warrior who stood up to fight against the forces of hell. This is a secret character who can only be played by performing a tricky maneuver (see the “Breaking” section). She masterfully handles all types of weapons, except the axe. Its peculiarity lies in the ability to hold one murder weapon in each hand, while the total damage consists of the damage inflicted by each weapon separately. She is also good at magic. For all her skills, this heroine is quite vulnerable in all respects: magic affects her too much, and in close combat she can get hit in the neck. Her special skill is the ability to identify objects. It will be quite difficult for beginning players to play this character, despite all the advantages described.
The main indicators for this heroine are Dexterity, Strength and, to a lesser extent, Magic. Before acquiring good swords or clubs, it is better to rely on a bow and spells, but at the end of the game it makes sense to fight in close combat, since the damage caused by a weapon with two hands sometimes exceeds even that caused by a warrior.
Hero parameters
Each hero initially has a number of basic parameters that change during the game. As you complete tasks and destroy monsters, the hero's experience increases, and then his level. Many tasks will not be available to you until you reach a certain level. After increasing the level, the message “Level up” appears on the screen, and you are given 5 units, which you can distribute among the main parameters as you wish at the moment. To do this, open the character window (Char).
Main settings
Dexterity (DEX) – dexterity. Determines the accuracy of the blows inflicted by the hero.
Magic - magic. Determines the hero's ability to use magic, as well as the amount of magical energy spent on spells.
Strength (STR) – strength. Determines the power of blows inflicted by the hero and the ability to use this or that weapon, as well as armor.
Vitality - life force. Determines the hero's health.
Extra options
Life is a quantitative expression of health in units. Zero means the death of the hero.
Mana is a reserve of magical energy.
Level – current level of the hero. Increases as you gain experience.
Experience – the hero’s experience.
Next Level – the amount of experience that remains to be gained to move to the next level of the hero.
Gold – the amount of money the hero has. One cell can hold up to 5,000 coins.
Armor Class (AC) – protection class. The higher he is, the less damage the monsters do to him with their blows.
Chance To Hit – the probability of hitting an enemy, expressed as a percentage.
Damage – damage inflicted on the enemy (the power of the enemy’s armor is not taken into account).
Resist Magic - degree of resistance purely magical influence(for example, the Blood Star spell).
Resist Fire - the degree of resistance to the effects of fire, as well as magic spells based on this element.
Resist Lighting - the degree of resistance to lightning, as well as magic spells based on this element.
CITY RESIDENTS
City residents are the main source of information that you will receive during the game. In addition, some of them have items and skills that are valuable to you, which will also be useful to you. Never miss an opportunity to talk to city residents. It is they who will give you tasks, the result of which will be the possibility of further successful completion of the game.
Adria (Adria) - village witch. Buys and sells magic books, scrolls and staves. You can also buy an elixir from her to restore mana. If you use magic, then visit her more often.
Cain (Cain) – village chief. Has the ability to identify objects. Give him 100 coins and he will tell you everything about the item. Familiar with the dungeon.
Farnham (Farnham) is a local empty nester. Only a good knowledge of the language will help you catch something useful for you from his incoherent speech.
Gillian (Gillian) is a sweet chatterbox. Pop in to see her from time to time to drink tea, and she will discuss with you whatever you want.
Griswold (Griswold) - a blacksmith - an irreplaceable person. Handle any worn-out equipment to him and everything will be “like new.” If you want to buy equipment or sell things found in the dungeon, then he is again at your service.
Ogden (Ogden) - innkeeper. This is where your acquaintance with the residents of the city will begin.
Pepin (Pepin) – local healer. He treats for free, but sells elixirs.
Wirt (Virt) – a sort of Gavroche. Lives across the river to the left of the city. Trades in very rare and necessary things - weapons and equipment. You pay 50 coins and get information about the item. And then you decide whether to purchase it or not.
MONSTERS
During the game you will encounter an incredible number of monsters that you have to defeat. Some of them are subspecies of the same class and differ from each other only in coloring and additional capabilities.
Acid Splitter – Acid monsters
One of the most unpleasant and dangerous creatures in the game. Not only does their spit remain on the ground for some time and cause harm if stepped on. Even if you kill such a creature, it will leave an acid stain on the ground. In addition, these monsters love to hunt in large groups. The use of fire is quite effective against them. Habitat levels: 9 – 14.
Arachnon – Arachnid insect
A weak insect of large size. It tries to bite you all the time, usually to no avail. If their first variety is not dangerous, then the second (Spider Lord) can cause a lot of trouble. The fact is that Spider Lords are capable of spitting poisonous saliva, and after their death a puddle of acid remains. They are sensitive to all types of magic and can be dealt with. Habitat levels: Nest 1 – 4.
Biclops – Two-headed Cyclops
A healthy two-headed guy with a huge axe. He is clumsy, but this does not make his blows any weaker. He cuts slowly but with great force and at the same time throws him back. Very, very dangerous in close combat. You can handle one or two of these lumberjacks, but with three you won't have much luck. Habitat levels: Crypt 3, 4.
Black Knights – Black Knights
The most powerful and unbending melee opponents. In addition, as a rule, Succubi run near them (behind them). Using all types of magic on knights is useless, so you will have to deal with each one with your own hands. The easiest way to deal with them is one by one or with the Stone Curse spell. Habitat levels: 12 – 16.
Crypt Demon – Crypt Demon
He walks slowly all the time. It obviously consists of stone, since it is not particularly affected by all types of magic (or it has developed immunity to the terrible power of corrosion). Dangerous in close combat. In the fight against such demons (in large numbers), a couple of health cones will come in handy. Habitat levels: Crypt 2 – 4.
Devil kin Brute - Rough devil
A kind of funny little devil with a club - he always performs some strange rituals. The devils can only do something when there are more than three of them. They are immune to magic, so you will have to swing in close combat. Habitat levels: Crypt 1, 2.
Fallen Ones
Small, weak, but very fast creatures. They usually attack in groups, and if they sense danger, they scatter in all directions. Habitat levels: 1 – 4.
Felltwin – Fierce Twins
A two-headed demon that strikes with both left and right hand. It rarely hits, and the blows are weak. Even if three or four of them gather together, they pose no danger. Fire magic works well on them. Habitat levels: Nest 1, 2.
Fiends – Bats
These are small demons with big wings. At first glance, harmless in battle, they can cause a lot of trouble. They are usually found in packs and always try to bite the neck. In addition, the latest type of creatures can shoot with electricity. Habitat levels: 2, 4, 7, 8.
Flesh Thing – Naked Flesh
This is probably the most terrible and perverted creature in the entire game. This something terrible has two heads and a huge claw. These monsters deliver blows, or rather, injections of enormous force. Still, they can be defeated, but you will have to suffer. They never walk alone: ​​as a rule, they are guarded by liches. Habitat levels: Crypt 3, 4.
Gargoyles – Chimeras
They sit and meditate in groups, turning into stones. Know: by turning into stone, they improve their health. It is best to deal with them one by one and, having attacked one, bring the matter to a victorious end. They live only on the 5th level.
Goat clans – Goat Demons
They deliver quite strong blows, but are easy to deal with in all their forms. Fire works great on them. Habitat levels: 4 – 8.
Gravedigger - Gravedigger
A hunchbacked, crooked and lame zombie with a shovel. My favorite pastime is to kill heroes and immediately bury them. They also have the habit of burying their dead comrades. Quite slow, these creatures can cause a lot of damage with their shovels. Habitat levels: Crypt 1, 2.
Hellboar - Hell's grunt
A very powerful beast with large tusks. It is with them that he inflicts “hooks” left and right of enormous force. Moreover, with each blow he throws you back, thereby making it difficult to strike back. They are very difficult to deal with in close combat, but (hurray!) using fire magic on them is very effective. This is exactly how you have to fight them; dishonest, perhaps, but there is no other way. Habitat levels: Nest 2 – 4.
Hidden
Dangerous opponents that you don't see until they attack. If you see one, rest assured that there is a whole gang lurking nearby. Fortunately, lightning works well on all varieties of these monsters. Habitat levels: 2, 4, 5, 7, 8.
Hork Spawn – Bloodthirsty Degenerate
Small balls of meat with bloodthirsty eyes and two legs on which they jump menacingly. They always have a huge mouth open up to the ears, with which they try to grab a larger piece of flesh from you in a jump. In fact, they are not as dangerous as they seem at first glance. They are quite easy to deal with, but if there are too many of them, you will have to suffer. Habitat levels: Nest 2, 3.
Horned Demons – Horned demons
Healthy creatures with a huge horn. Their signature attack is a running strike. In close combat, they clumsily try to throw you into the air. The use of fire magic of mass destruction is effective against them. Habitat levels: 9 – 11.
Lashworm – Scourge Worm
A terrible, incomprehensible insect with a large claw on its tail, with which it delivers powerful blows. In principle, he is easy to deal with, but his attacks are very fast, and before he dies, he will have time to pinch you a couple of times with his dirty and bad-smelling paws. Habitat levels: Nest 3, 4.
Lich - Lich (according to Western tradition, liches are dead sorcerers revived by their own magic)
These ghosts alone are terrifying. They are difficult to kill, and they very often release their magic (sometimes two shots at once), which cause great harm. By the way, they are found in groups, so they immediately release streams of their magic (you will be “lucky” to feel this on your holey skin). Fortunately, they have a pleasant habit of chasing prey. So you can run into a group of liches, and then hide around any corner and wait for these transparent magicians to appear. Habitat levels: Crypt 2 – 4.
Lord Satyr - Lord of the Satyrs
A tall goat-man with wings and a scythe, which he sometimes uses as a flag. Despite all his menacing appearance, he does not know how to use a scythe - he rarely hits with it, and even weakly. They are affected by magic, but the use of fire is more effective. In a word, this satyr is not particularly dangerous. Habitat levels: Crypt 1 – 4.
Magistrate – Masters
Weak but nimble opponents with the ability to teleport. In addition, they endlessly rain balls of fire of great strength on your head. They are very difficult to catch and can therefore cause a lot of trouble. It is best to deal with them by first turning them into stone. Habitat levels: 14 – 16.
Magma Demons – Magma demons
Noticing you from afar, they immediately begin to throw pieces of hardened lava at you. In close combat they do not pose much of a threat. In addition, lightning works well on them. Overall, these enemies can be dealt with. However, if there are a lot of them, you will have to tinker. Habitat levels: 9, 10.
Overlord - Supreme Leaders
These are the ones you should stay away from! Two or three hits and your health will remain empty. Fire works well on them, especially mass destruction. Habitat levels: 7, 12.
Psychorb – Psikorb
A very dangerous creature due to the fact that it endlessly generates beams of energy and sends them towards you. A few hits can seriously undermine your health. As a rule, they walk in groups, and therefore there is a danger of getting caught in their crossfire. They are only affected by lightning, try to take advantage of this. In close combat they are defenseless, but be careful: by chasing one, you can fall into a trap from the maximum number of different monsters. Habitat levels: Nest 2 – 4.
Reaper - Ripper
A very strong red winged demon with a huge scythe. His desire to mow down something is simply infuriating. The scythe strikes are very strong, but rare. It is during these breaks that they must be killed. They are completely harmless against archers, and before they even have time to approach, they fall dead. You should not attack several of these nightmarish creatures at once - the result will be disastrous. Habitat levels: Crypt 3, 4.
Red Storm – Red Storms
Enlarged lizards capable of releasing electrical discharges. I must say, they do this quite often, and if there are more than five of them, then a couple of volleys are enough to send you to the next world. However, in close combat even several of these monsters are not dangerous. Habitat levels: 9 – 13.
Scavengers – Vultures
They are very dangerous when they gather in flocks, especially at the first levels of the game. Their favorite pastime is to eat their dead brothers. Habitat levels: 1 – 4.
Scull Wing – Winged Skeleton
A two-meter skeleton with bone wings. He runs very quickly and strikes very deftly with his bony hands. Resistant to fire and lightning magic. The second type of these monsters can cast magic. Very dangerous in close combat due to the sharp bones of the forelimbs. It is best to deal with them one by one, dragging them by the scruff of the neck into the very corner of the crypt. Habitat levels: Crypt 1 – 4.
Skeleton - Skeleton
In all their varieties they do not pose much of a threat. True, the variety of skeleton archers can cause you a lot of trouble. Habitat levels: 1 – 6.
Slayers – Winged killers
Fast, strong and fearless opponents. Their fiery breath can burn you to the ground. They attack both individually and in groups. If there are more than three, this is already bad. Luckily, they are affected by lightning (perhaps the only way to defeat them). Habitat levels: 10 – 14.
Stinger – Scorpion sting
These Scorpios will cause you a lot of trouble. They are very painful, and most importantly, they often sting with their sting located on the tail. The second variety of these creatures (Venomtail) is practically invulnerable - it is very difficult to hit them with standard weapons. It is best to deal with them using Lightning magic and try not to fall under siege by these thorny insects. Habitat levels: Nest 1 – 4.
Succubi – Succubi
Very unpleasant female opponents. They have immunity and resistance to almost all types of magic. They themselves are armed with long-range magic. They never attack alone, at least in threes, and even together with several black knights. In close combat they are defenseless, and therefore try to run away when danger arises. Habitat levels: 12 – 15.
The Shredded – Demon of Pieces
Something transparent. Indifferent to all types of magic, and very difficult to hit. They move quite quickly through the air and strike with their long limbs. They aren't too difficult to deal with, but you have to be wary of surrounding and teaming these monsters with others. Habitat levels: Nest 1, 2.
Tomb rat - Grave rat
A stupid, hungry creature with a tail that tries to bite your neck to drink your blood. These harmless creatures are affected by all types of magic, and dealing with them is more than easy. Only they have the unpleasant habit of attacking in packs and spitting in the back (just kidding) - this can cause problems. Habitat levels: Crypt 1, 2.
Torchant – Torch Ant
A terribly unpleasant looking worm insect with four arms. It spews fire from a mouth that has not been rinsed with beer for a long time. Fireballs are very powerful and dangerous. At the slightest danger to its life, it begins to crawl away awkwardly, but quite quickly, until it crawls to a safe distance or ends up in a dead end. In close combat he is very easy to deal with, but, as a rule, his brothers interfere with this. The use of lightning (the only thing they are afraid of) is effective on them. These creatures live only on the third and fourth levels.
Zombie - Zombie
Very slowly, but with very great force and strange sound deal crushing blows. Because of their clumsiness, they are easy to deal with. However, if several of these creatures are facing you at once, it is best to retreat and finish them off one by one. Habitat levels: 1, 2.
Bosses
These are the most powerful monsters (including Diablo) that you will encounter from time to time in the levels. They can be distinguished by the presence of their own name. Typically, killing such a monster will give you some kind of magic item.
OBJECTS
Chests
Contain items or money. Sometimes they may be mined as a surprise. I advise you to check all the chests you come across in the game, because the chance of getting seriously damaged by running into a trap is lower than the chance of acquiring something valuable.
Bookcases and stands
Like books, they carry magical information. Each bookend gives you a one-time use spell scroll or magic book containing a spell to learn. Each bookcase gives a magic book.
Altars
As a rule, they contain something useful for you. When you select an altar, you will see its name. And when you pray (left mouse click), an inscription will appear containing some wise saying.
Abandoned Shrine
“Hands of men may be guided by fate” – increases agility by 1-2 units.
Creepy Shrine
“Strength is bolstered by heavy faith” – increases strength by 1-2 units.
Cryptic Shrine
“Arcane power brings destruction” – contains the Nova spell. If there are a lot of monsters in the room in which such an altar is located, then use the altar first.
Divine Shrine
“Drink and be refreshed” – fully restores health and mana: gives two bottles of elixir of full restoration of health and mana.
Eldritch Shrine
“Crimson and azure become as the sun” – all elixirs you have for restoring health or mana turn into elixirs for restoring both health and mana (full or partial - depending on the initial state of the elixir).
Enchanted Shrine
“Magic is not always what it seems” – the level of one of your spells will decrease by one, and the level of the remaining spells will increase by one.
Eerie Shrine
“Knowledge and wisdom cost of self” – increases magical power hero by reducing vitality.
Fascinating Shrine
“Intensity comes at the price of Wisdom” – the power of the Fire Bolt spell will increase by 2 units. You will have to constantly give up part of the mana for the opportunity to use this spell (the part of the mana taken away depends on the hero).
Glimmering Shrine
“Mysteries are revealed in light of reason” – all hitherto unidentified objects in the hero’s possession are identified.
Gloomy Shrine
“Those who defend rarely attack” – 1-2 units of damaging power are subtracted from the weapon worn by the hero and transferred to the armor worn, increasing their defense (does not affect unique items).
Hidden Shrine
“New strength is forged through destruction” – 10 units of strength are taken away from one of the items worn by the hero and transferred to another (the result has a permanent effect).
Holy Shrine
“Where ever you do, there you are” – performs the functions of the Phasing spell.
Magical Shrine
“While the spirit is vigilant, the body strife’s” – you are given Mana Shield. Now, instead of health, mana will be consumed until it runs out or you move to another floor of the dungeon.
Mysterious Shrine
“Some are weakened as others grow strong” – three main parameters of the hero will decrease, and the fourth will increase.
Ornate Shrine
“Salvation comes at the price of Wisdom” – similar to the action of the Fascinating Shrine altar, only the Charge Bolt spell.
Quiet Shrine
“The essence of life flows from within” – increases vitality by 1-2 units.
Religious Shrine
“Time cannot diminish the powers of steel” – completely restores the strength of all items the hero has in his possession.
Secluded Shrine
“The way is made clear when viewed from above” – the entire map of the level opens.
Spiritual Shrine
“Untold wealth” – all empty cells in your backpack will be filled with gold.
Stone Shrine
“The powers of mana refocused renews” – recharges magic staves using the hero’s mana reserves.
Tainted Shrine
“Those who are last may yet be first” – works in multiplayer mode. Selects units from the basic parameters from those players who did not use this altar, and transfers them to those who did.
Thaumaturgic Shrine
“What once is open, is now closed” – closes and fills all previously open chests.
Weird Shrine
“The sword of justice is swift and sharp” – all types of weapons the hero has in his possession increase their destructive power by one.
Fountains, springs and cauldrons
Cauldron

Fountain Of Tears
Increases mana by one at the expense of the hero's health.
Goat Shrine
Randomly performs the functions of one of the altars.
Mirky Pool
Summons the Infravision spell.
Pool Of Blood
Partially restores health (reusable).
Purifying Spring
Partially restores mana (reusable).
ITEMS
Armor
Breastplate - a one-piece forged breastplate. Defense – 20-24, strength – 80, requirements – 40 STR.
Cape - cape. Defense – 5, strength – 12.
Chain Mail - forged chain mail. Defense – 18-22, strength – 55, requirements – 30 STR.
Cloak - cloak. Defense – 4-5, strength – 18.
Field Plate Mail - plate armor. Defense – 42, strength – 50, requirements – 65 STR.
Gothic Plate - Gothic armor. Defense – 55, strength – 100, requirements – 80 STR.
Hard Leather Armor - armor made of thick leather. Defense – 12-13, strength – 40.
Leather Armor - leather armor. Defense – 10, strength – 35.
Quilted Armor - padded armor. Defense – 9, strength – 30.
Rags - rags. Defense – 5, strength – 7.
Ring Mail - chain mail. Defense – 17, strength – 50, requirements – 25 STR.
Robe - mantle. Defense – 7, strength – 24.
Splint Mail - double chain mail. Defense – 31, strength – 65, requirements – 40 STR.
Studded Leather Armor - armor made of tanned leather. Defense – 17, strength – 45, requirements – 20 STR.
Clubs
Club - club. Damage power – 1-6, durability – 20.
Flail - flail. Damage power – 2-12, durability – 36, requirements – 30 STR.
Mace - mace. Damage power – 1-8, durability – 32, requirements – 16 STR.
Maul - a large hammer. Damage power – 6-20, durability – 50, requirements – 55 STR.
Morning Star – morning star club. Damage power – 1-10, durability – 40, requirements – 26 STR.
Spiked Club - a club with spikes. Damage power – 5-9, durability – 50, requirements – 40 STR.
War Hammer - war hammer. Damage power – 20-24, durability – 80, requirements – 40 STR.
Bows
Composite Bow - composite bow. Damage power – 3-6, durability – 45, requirements – 25 STR, 40 DEX.
Hunters Bow - hunting bow. Damage power – 2-5, durability – 40, requirements – 20 STR, 35 DEX.
Long Battle Bow - a large combat bow. Damage power – 1-10, durability – 50, requirements – 30 STR, 60 DEX.
Long Bow - large bow. Damage power – 1-6, durability – 35, requirements – 25 STR, 30 DEX.
Short Battle Bow - a short combat bow. Damage power – 3-7, durability – 45, requirements – 30 STR, 50 DEX.
Short Bow - short bow. Damage power – 1-4, durability – 30.
Short War Bow - short army bow. Damage power – 4-8, durability – 55, requirements – 35 STR, 70 DEX.
Swords
Bastard Sword - bastard sword. Damage power – 6-15, durability – 60, requirements – 50 STR.
Blade - blade. Damage power – 3-8, durability – 30, requirements – 25 STR, 30 DEX.
Broad Sword - a wide sword. Damage power – 4-12, durability – 50, requirements – 50 STR.
Claymore - broadsword. Damage power – 1-12, durability – 36, requirements – 35 STR.
Dagger - dagger. Damage power – 1-4, durability – 16.
Falchion - cleaver. Damage power – 4-8, durability – 20, requirements – 30 STR.
Long Sword - long sword. Damage power – 2-10, durability – 40, requirements – 30 STR, 30 DEX.
Saber - saber. Damage power – 1-8, durability – 45, requirements – 17 STR.
Scimitar - scimitar. Damage power – 3-7, durability – 28, requirements – 23 STR, 23 DEX.
Short Sword - short sword. Damage power – 2-6, durability – 24, requirements – 18 STR.
Staves
Composite Staff - a composite staff. Damage power – 5-10, durability – 45.
Long Staff - long staff. Damage power – 4-8, durability – 35.
Quarter Staff - a walking staff. Damage power – 6-12, durability – 55, requirements – 20 STR.
Short Staff - short staff. Damage power – 2-4, durability – 25.
War Staff – combat staff. Damage power – 8-16, durability – 65, requirements – 30 STR.
Axes
Ax – axe. Damage power – 4-12, durability – 32, requirements – 22 STR.
Battle Ax – battle axe. Damage power – 10-25, durability – 70, requirements – 65 STR.
Broad Ax - an ax with a wide blade. Damage power – 8-20, durability – 55, requirements – 50 STR.
Large Ax – a large axe. Damage power – 6-16, durability – 40, requirements – 30 STR.
Hats
Cap – hat. Defense – 1-3, strength – 15.
Crown - crown. Defense – 8-12, strength – 40.
Helm - helmet. Defense – 5, strength – 30.
Skull Cap - cap. Defense – 2-3, strength – 20.
Shields
Buckler - fist shield. Defense – 1-3, strength – 16.
Large Shield – large shield. Defense – 10, strength – 32, requirements – 40 STR.
Small Shield – small shield. Defense – 7, strength – 24, requirements – 25 STR.
Tower Shield - tower shield. Defense – 13, strength – 50, requirements – 60 STR.
Remember, all weapons tend to wear out over time!
Other items
Books
Allows you to learn new magic spells.
Traps
Greater Rune of Fire - when stepped on, it bursts with Immolation magic. Requires 42 units of magical power.
Greater Rune of Lightning - bursts with Nova magic. Requires 42 units of magical power.
Rune of Fire – place such a trap (or better yet two) next to a bunch of enemies, and wait until they step on them. The result will please you.
Rune of Lightning – a small clot of electricity is formed at the trap site, which lasts for some time.
Rune of Stone - Anyone who steps on it will immediately turn into stone.
Oils
Blacksmith oil – increases the durability of the item by 25%.
Oil of Accuracy – increases weapon damage by 1%.
Oil of Mastery – increases the damaging power of weapons by 7-10%.
Oil of Sharpness – increases the damaging power of a weapon by one.
Oil of Skill – reduces the requirements required to use items.
Drinks (elixirs)
Elixir Of Clumsiness – reduces agility by 1-5 units.
Elixir Of Dexterity – increases agility by 1-5 units.
Elixir Of Disillusion – reduces magic by 1-5 units.
Elixir Of Magic – increases magical power by 1-5 units.
Elixir Of Strength – increases strength by 1-5 units.
Elixir Of Weakness – reduces strength by 1-5 units.
Elixir Of Vitality – increases vitality by 1-5 units.
Potion Of Healing (red) - restore health. Cylindrical - partially, spherical - completely.
Potion Of Mana (blue) – restores mana. Cylindrical - partially, spherical - completely.
Potion Of Rejuvenation (gold) – restores both health and mana. Cylindrical - partially, spherical - completely.
Scrolls
Disposable items. After using the spell on the scroll, you can throw it away.
Unique items
They have an additional set of properties. As a rule, they are under the reliable protection of monsters.
Armor
Arkaine's Valor. Increases protection class by 25 units, vitality by 10 units. Reduces health loss by 3 when hitting an enemy. Additional features: fast recovery from impacts.
Demonspike Coat. Increases protection class by 100 units, fire resistance by 50%, strength by 10 units. Reduces damage dealt to you by the enemy by 6 points. Additional features: indestructible.
Leather of Out. Increases armor class by 15 units, strength by 5 units, agility by 5 units. Reduces magical powers by 5 units. Additional features: indestructible.
Naj's Light Plate. Increases magical power by 5 units, mana by 20 units, resistance to everything by 20%, and magic level by one. Additional features: indestructible.
Nightcape. Increases agility by 3 units. Reduces the radius of illumination by 40%. Additional features: invulnerability, allows you to see previously invisible objects.
Rainbow Cloak. Increases protection class by 10 units, all parameters by one, health by 5 units, resistance to everything by 10%. Additional features: increases strength.
Scavenger Carapace. Increases agility by 5 units, lightning resistance by 40%. Reduces defense class by 9 units, damage from enemy attacks by 15 units.
Torn Flesh of Souls. Increases protection class by 8 units, vitality by 10 units. Reduces damage from enemy hits by one. Additional features: indestructible.
Wisdom's Wrap. Increases armor class by 15 units, magical powers by 5 units, mana by 10 units, lightning resistance by 25%. Reduces damage from enemy hits by one.
Clubs
Baranar's Star. Increases your striking power by 12%, the damage you inflict by 80%, and your vitality by 4 units. Reduces agility by 4 units. Additional features: fast attack, high strength.
Crackrust. Increases all parameters by 2 units, resistance to everything by 15%. Reduces the damage you deal by 25%. Additional features: indestructible.
Cranium Basher. Increases resistance to all types of magic by 5%, damage you inflict by 20 units, and strength by 15 units. Reduces mana by 150 units. Additional features: indestructible.
Gnarled Root. Increases your striking power by 20%, the damage you inflict by 300%, agility by 10 units, magical power by 5 units, and resistance to all types of magic by 10%. Reduces protection class by 10 units.
Hammer of Jholm. Increases damaging power by 15%, damage you inflict by 4%, and strength by 3 units. Additional features: indestructible.
Schaefer's Hammer. Increases health by 50 units, damaging power by 30%, resistance to electric current by 100%, and illumination radius by 10%. Reduces the damage you deal by 100%. Additional capabilities: damaging power (lightning) 1-50 units.
Bows
Blackoak Bow. Increases your agility by 10 units, the damage you inflict by 50%, and your striking power by 10%. Reduces vitality by 10 units, lighting radius by 10%.
Blitzen. Shoots lightning, indestructible, lightning damage - 10-15 units.
Bow of the Dead. Increases agility by 4 units and damaging power by 10%. Reduces the radius of illumination by 20% and health by 3 units. Additional features: high strength.
Flamedart. Increases damaging power by 10% and fire resistance by 40%. Additional features: fire arrows.
Gnat Sting. Fires several arrows of different speeds at once, indestructible.
Rift Bow. Increases the damage you deal from a shot by 2 points. Additional features: fast arrows, flying at different speeds, but rare shots.
Needler. Increases damaging power by 50%. Additional features: fast attack, high degree of damage to objects.
Windforce. Increases the damage you deal by 200% and strength by 5. Additional abilities: knocks enemies back.
Swords
Black Razor. Increases the damage you inflict by 150% and vitality by 2. Additional features: changing strength.
Defender. Increases vitality by 5 units, protection class by 5 units. Reduces damaging power by 5%.
Doombringer. Increases damaging power by 25% and damage you deal by 250%. Reduces all parameters by 5 units, lighting radius by 20%, health by 25 units.
Executioner's Blade. Increases the damage you deal by 150%. Reduces health by 10 units and radius of illumination by 10%. Additional features: high strength.
Falcon's Talon. Increases damaging power by 20%. Reduces your agility by 10 units and the damage you inflict by 33%.
Gibbous Moon. Increases all parameters by 2 units, the damage you inflict by 25%, and mana by 15 units. Reduces the radius of illumination by 30%.
Gonnagal's Dirk. Increases the damage you inflict by 4 and your magic resistance by 25%. Reduces agility by 5 units.
Grandfather. Increases damaging power by 20%, all parameters by 5 units, damage you inflict by 70%, vitality by 20%.
Griswold's Edge. Increases damaging power by 25% and mana by 20 units. Reduces health by 20 units. Additional capabilities: damaging power (fire) – 1-10 units, quick strikes, throwing the enemy back.
Grizzly. Increases your strength by 20 points and damage you deal by 200%. Reduces vitality by 5 units. Additional features: knocks the enemy back, durability 150 units.
Gryphon's Claw. Increases the damage you deal by 100%. Reduces magic by 2 units and agility by 5 units.
Ice Shank. Increases resistance to fire magic by 40% and strength by 10 units.
Inferno. Increases mana by 20 units, fire resistance to 100%, and radius of illumination by 30%. Additional capabilities: damaging power (fire) – 2-12 units.
Lightsabre. Increases radius of illumination by 20%, damaging power by 20%, and lightning resistance by 50%. Additional capabilities: damaging force (lightning) – 1-6 units.
Shadowhawk. Increases resistance to all types of magic by 5% and striking power by 15%. Reduces the radius of illumination by 20%.
Wizardspike. Increases magical power by 15 units, mana by 35 units, striking power by 25%, resistance to all types of magic by 15%.
Staves
Dufus Staff. Increases your damage dealt by 60% and striking power by 10%. Reduces radius of illumination by 20%, magical power by 10%.
Gleamsong. Increases mana by 25 units. Reduces strength by 3 units, vitality by 3 units. Magical properties: Phasing spell.
Immolator. Increases mana by 10 units, fire resistance by 20%. Reduces vitality by 5 units. Additional capabilities: damaging power (fire) – 4 units.
Mind Cry. Increases magical powers by 15 units, resistance to all types of magic by 15%, and magic level by one. Magic properties: Guardian spell.
Protector. Increases protection class by 40 units, vitality by 5 units. Reduces damage caused by enemies by 5 units, 1-3 units of enemy health. Magic properties: Healing spell.
Rod Of Onan. Increases all parameters by 5 units, damage you inflict by 100%. Magic properties: Golem spell.
Storm Spire. Increases strength by 10 units, lightning resistance by 50%. Reduces magical power by 10 units. Additional capabilities: damaging force (lightning) – 2-8 units.
Stormcall. Increases damaging power by 35%, radius of illumination by 20%. Magic properties: Lightning spell.
Thundercall. Increases damage by 35%, radius of illumination by 20%, lightning resistance by 30%. Additional capabilities: damaging force (lightning) – 1-10 units. Magic properties: Lightning spell.
Axes
Aguinara's Hatchet. Increases magical power by 10 units, the level of all types of magic by one, magic resistance to 100%.
Bonesaw. Increases your damage by 10, strength by 10, and striking power by 10. Reduces magical power by 5 units, agility by 5 units, mana by 10 units.
Butcher's Cleaver. Increases strength by 10 units. Additional features: high strength, causes strong damage.
Hellslayer. Increases the damage you deal by 100%, health by 25 units, strength by 8 units, vitality by 8 units. Reduces mana by 25 units.
Mangler. Increases the damage you deal by 200%. Reduces agility by 5 units, magical powers by 5 units, mana by 10 units.
Messerchmit's Reaver. Increases the damage you inflict by 200% and by 15 units; all parameters – by 5 units. Reduces health by 50 units. Additional capabilities: damaging power (fire) – 2-12 units.
Stonecleaver. Increases health by 30 points, striking power by 20%, damage you deal by 50%, lightning resistance by 40%.
Wicked Ax. Increases agility by 10 units, striking strength by 30%. Reduces vitality by 10 units, by 5 units of damage inflicted by enemies. Additional features: indestructible.
Helmets
Fool's Crest. Increases health by 100 units. Reduces all parameters by 4 units.
Gotterdamnerung. Increases protection class by 60 units, all parameters by 20 units. Reduces damage from enemy strikes by 4 units, light radius by 40%.
Harlequin Crest. Increases all parameters by 2 units, health by 7 units, mana by 7 units. Reduces defense class by 3 units, and damage from enemy attacks by one.
Overlord's Helm. Increases strength by 20 units, agility by 15 units, vitality by 5 units. Reduces magic by 20 units. Additional features: changes durability.
Rune Mask. Increases protection class by 5 units. Additional features: indestructible.
Thinking Cap. Increases defense class by 3 units, resistance to all types of magic by 20%, magic level by 2 units, mana by 30 units. Additional features: increases strength.
Undead Crown. Increases protection class by 8 units. Reduces health.
Veil Of Steel. Increases defense class by 60% units, strength by 15 units, vitality by 15 units, resistance to everything by 50%. Reduces radius of illumination by 20%, mana by 30 units.
Shields
Blackoak Shield. Increases agility by 10 units. Reduces vitality by 10 units, and radius of illumination by 10%. Additional features: indestructible.
Dragon's Breach. Increases: defense class by 20 units, strength by 5 units, fire resistance by 25%. Reduces magic by 5 units. Additional features: indestructible.
Holy Defender. Increases protection class by 15 units, fire resistance by 20%. Reduces damage from enemy hits by 2 units. Additional features: high strength and a high chance of parrying a blow.
Split Skull Shield. Increases defense class by 10 units, strength by 2 units, health by 10 units. Reduces the radius of illumination by 10%. Additional features: changes durability.
Stormshield. Increases protection class by 40 units, strength by 10 units. Reduces damage from enemy attacks by 4 units. Additional features: indestructible, high chance of parrying a blow.
Rings and amulets
Constricting Ring. Gives maximum resistance to all types of magic, but gradually reduces your health. Additional features: indestructible.
Empyrean Band. Increases all parameters by 2 units, and the radius of illumination by 20%. Additional features: fast recovery after a hit, reduces damage from enemy traps by half, indestructible.
Gladiator Ring. Converts 40% of health into mana.
Optic Amulet. Increases magic by 5 units, lightning resistance by 20%, and radius of illumination by 20%. Reduces damage from enemy hits by one.
Ring of Engagement. Increases protection class by 5 units. Reduces damage from enemy hits by 2 units, enemy health by 1-3 units. Additional features: reduces the defense of enemies.
Ring of Regha. Increases magical powers by 10 units, magic resistance by 10%, radius of illumination by 10%. Reduces strength by 3 units, agility by 3 units.
Ring of Truth. Increases health by 10 units, resistance to all types of magic by 10%. Reduces damage from enemy hits by one.
MAGIC
Apocalypse is the most powerful spell in the game. Almost no monsters are immune to this magic. It immediately affects everyone within sight. A small fungus forms above each enemy (if he is, of course, still alive) - a sign of a hit.
Bone Spirit is a flying spirit. Attacks the enemy and takes away a third of his life. The spell can be useful against very strong opponents.
Blood Star is a very useful spell for fighting witches and any living creatures.
Berserk - This magic makes monsters attack each other. It must be used while near the monster. Doesn't work on all monsters.
Chain Lightning – lightning shoots out in all directions, striking everyone it hits.
Charged Bolt – several bolts of lightning fly at your enemies at once, and the charges split into two when they hit obstacles.
Elemental - crazy burning elemental stretches out its little burning hands to anyone you point at. When he reaches his target, he will tear both himself and her to pieces.
Firebolt – A small, low-power fireball flies in a straight line. Only hits one enemy.
Fireball is a fireball of enormous power. When hit, it explodes and destroys everything nearby.
Firewall is a spell of mass destruction. A wall of fire stands between you and your enemies, burning anyone who tries to get close to you. Can help against large crowds of enemies.
Flame Wave is a moving wall of fire. Much more effective than Firewall since you no longer have to wait for enemies to step on fire.
Flash is a very useful spell against all living things. Has no effect on the dead.
Golem – a stone golem will come to your aid and attack your enemies. A very useful spell for magicians.
Guardian – a three-headed fire-breathing dragon will pop out of the ground for a short time and shoot balls of fire from all three heads at enemies.
Healing – partially restores the hero’s health.
Heal Other is a spell for lending a helping hand and healing your partner during a multiplayer game.
Holy Bolt is a pretty powerful spell against all undead creatures.
Identify – the spell allows you to recognize objects without entering the city.
Immolation – A fireball is thrown in all directions from you. A very powerful and useful spell. Works on almost all monsters.
Inferno – a fiery cloud hits enemies standing on the same line. Very effective at the first levels of the game.
Infravision - allows you to see through walls.
Item Repair – completely repairs an item, while reducing its durability.
Lightning – a directed beam of lightning flies out in the specified direction.
Lightning Wall is the same as Firewall, but instead of fire there are electric charges.
Mana Shield - when using this spell, instead of damaging power, mana is taken away from the hero. A very useful spell for magicians whose mana parameter is very high.
Nova – an electric ring is formed around you, which quickly spreads, causing great damage to your opponents.
Phasing – teleports the hero to a randomly selected point within sight. If you are surrounded, this spell is what you need.
Reflect - greatly increases resistance to magic (so much so that fireballs sometimes bounce off).
Resurrect – Revives your partner in a multiplayer game.
Ring of Fire – A ring of fire forms around you, preventing enemies from getting closer to you. You turn into a small fortress surrounded by fire. A powerful and sometimes simply saving spell.
Staff Recharge – restores staff charges, but each time reduces the maximum number of charges.
Stone Curse – turns your enemy into stone for a while. A very useful spell. With it you can cope with any opponent. By turning your enemy into stone, you can safely deliver strong blows without receiving the same ones in return.
Telekinesis – opens chests and doors from a distance. It can help if you don’t want to risk your life opening another chest or door.
Teleport – teleports the hero to the location you specify.
Town Portal – a portal is formed in the dungeon through which you can immediately get into the city. This spell is necessary. Well, if there is no spell, you must definitely buy a scroll with this spell.
Trap Disarm - this spell allows you to disarm traps located in chests, etc.
Warp - this spell teleports your hero to the nearest exit from the level. It may come in handy if, during a boss battle, you suddenly miss Pepin, who sells such wonderful cones.
PREFIXES AND SUFFIXES
Do you think you are being forced to learn Russian again? Don't worry, that's not what we're going to talk about. Additional magical properties can be added to your existing items. Prefixes and suffixes define these magical properties of an item. Usually the prefix comes before the name of the item, and the suffix comes after.
Prefixes
Amber – increases resistance to all types of magic up to 32%.
Angel’s – increases the power of spells by one level (for staves).
Arcane – the magic lasts twice as long.
Arch-angel’s – increases the power of spells by two levels (for staves).
Awesome – protection class increases to 140%.
Azure – Increases lightning resistance to 35%.
Blessed – increases protection class to 146%.
Blue – Lightning resistance increases to 22%.
Bountiful – increases the number of charges in staves by three times.
Brass – reduces hit accuracy by 1-5%.
Bronze – increases hit accuracy by 1-5%.
Brutal – increases the level of damage you deal by up to 170%.
Burgundy – increases fire resistance by 50%.
Cardinal – Reduces mana consumption by 50%.
Cobalt – lightning resistance increases by 87%.
Crimson – Fire resistance increases by 29%.
Cryptic – increases the duration of magic by 50%.
Deadly – ​​Increases the damage you deal by 53-74%.
Decay – increases the damage you deal by 191-200%.
Dilapidated – reduces defense class by 1-5 units.
Dopelganger's - increases your damage dealt by 33-44% and your hit accuracy by 83-94%.
Dull – Reduces your damage dealt by 27% and your hit accuracy by 2%.
Fine – increases your damage dealt by 57% and your hit accuracy by 18%.
Flaming – Increases the fire damage you deal by 1-10 points.
Garnet – increases fire resistance by 46%.
Glorious – increases defense class by 26 units.
Glowing – increases the duration of magic by 25%.
Godly – ​​increases protection class by 180%, health – by 60 units.
Gold – increases hit accuracy by 30%.
Gore – increases the damage you deal by 10-12 points.
Heavy – Increases the damage you deal by 86%.
Holy – increases defense class by 155%.
Illness – reduces vitality by 6 units.
Iron – increases hit accuracy by 8%.
Ivory – increases magic resistance by 50-53%.
Jade – increases resistance to all types of magic by 43%.
Jagged – Increases the damage you deal by 33-49%.
Jester – the degree of damage you inflict varies from 0 to 500%.
King’s – increases your damage dealt by 153%, hit accuracy by 97%.
Knight’s – increases your damage done by 108%, hit accuracy by 35%.
Lapis – increases lightning resistance by 42-50%.
Lighting – increases the damage you deal from lightning by 2-20 points.
Lord’s – increases the damage you inflict by 25%, hit accuracy by 93%.
Massive – Increases the damage you deal by 103-227%.
Master’s – increases the damage you inflict by 122%, hit accuracy by 42%.
Meteoric – increases hit accuracy by 66-76%.
Mighty – increases protection class by 11-15 units.
Monk – reduces mana consumption by 10%.
Obsidian – increases resistance to all types of magic by 37%.
Pearl – increases magic resistance by 40%.
Perfection – increases agility by 28-30 units.
Plentiful – doubles the number of staff charges.
Priest – Reduces mana consumption by 25%.
Red – increases fire resistance by 11-24%.
Saintly – increases protection class by 119-129%.
Sapphire – Increases lightning resistance by 54%.
Savage – Increases the damage you deal by 188%.
Silver – increases hit accuracy by 16-20%.
Soldier’s – increases your damage dealt by 144% and hit accuracy by 18%.
Steel – increases hit accuracy by 11-15%.
strong – increases the protection class by 6-10 units.
Sturdy – increases defense class by 1-5 units.
Tin – reduces hit accuracy by 9%.
Topaz – increases resistance to all types of magic by 14-90%.
Useless – Reduces the damage you deal by 100%.
Valiant – increases protection class by 6-10 units.
Vicious – Increases the damage you deal by 100-145%.
Vulnerable – reduces armor class by 6-10 units.
Warrior’s – increases the damage you inflict by 55-95%, hit accuracy by 14%.
Weak – Reduces the damage you deal by 26%.
White – increases magic resistance by 12%.
Suffixes
Absorption – the damage dealt to you by the enemy is reduced by 3 units.
Accuracy – increases agility by 11-15 units.
Ages - the item cannot be destroyed.
Bear – knocks the enemy back.
Balance – quick recovery after an impact.
Bashing – reduces enemy defense.
Blood – “steals” 5% of the enemy’s health.
Brilliance – increases magic by 11-15 units.
Brittleness – reduces armor class by 30%.
Craftsmanship – increases protection class by 52-84%
Deflection – reduces the damage you inflict by 4 units.
Dexterity – increases agility by 1-5 units.
Disease – reduces vitality by 1-5 units.
Draining – reduces magical power by 7 units.
Drake – increases mana by 7 units.
Dyslexia – reduces magical power by 1-5 units.
Eagle – increases health by 11-13 units.
Fear – scares enemies.
Feather – reduces the damage dealt by a trap by 50%.
Fire – the weapon shoots fire.
Fox – increases health by 3 units.
Fragility – reduces item durability by 90%.
Frailty – reduces strength by 8 units.
Giant – increases strength by 18 units and all parameters by 13-15 units.
Harmony - very fast recovery after you receive a hit.
Haste - fast attack.
Heavens – increases all parameters by 12-15 units.
Hiding - invisibility.
Hyena – increases mana by 1-3 units.
Jackal – reduces health by 2 units.
Jaguar – increases health by 8-18 units.
Jester - the staff produces absolutely any type of magic.
Leech – “steals” 3% of the enemy’s life or mana.
Lion – increases the damage you deal by 62-92 units.
Light – increases the radius of light around the hero by 20%.
Lighting – additional damage to enemies from lightning.
Maiming – increases the damage you deal by 3-6 units.
Magic – increases magical power by 1-5 units.
Might – increases strength by 6-10 units.
Mammoth – increases health by 90 units.
Mind – increases magical power by 6-10 units.
Moon – increases all parameters by 6-10 units.
Night – reduces the radius of light by 20%.
Obfuscation - invisibility.
Osmosis – reduces damage from enemy attacks by 5 units.
Paralysis – reduces agility by 10 points.
Pit – reduces all parameters by 6-10 units.
Plenty – a large number of staff charges.
Power – increases strength by 11-15 units.
Precision – increases agility by 18 units.
Proficiency – increases agility by 6-10 units.
Protection – reduces damage from enemy attacks by 2 units.
Radiance – increases the radius of light by 40%.
Raven's - increases mana by 8 units.
Serpent – ​​increases mana by 18 units.
Shock - lightning strike.
Sky – increases all parameters by 1-5 units.
Slaying – increases the damage dealt on impact by 8 units.
Snake – increases mana by 11-14 units.
Sorcery – increases magical power by 18-22 units.
Speed ​​– fast attack.
Stability – quick recovery after a hit.
Stars – increases all parameters by 9-15 units.
Stealth - invisibility.
Structure – increases strength by 105-120%.
Sturdiness – increases durability by 33-66%.
Swiftness - fast attack.
Tiger – increases health by 41-49 units.
Titan – increases strength by 31 units.
Vampires – drains 5% of mana from enemies.
Vileness – takes away mana from opponents.
Vim – increases vitality by 11-15 units.
Vision – the ability to see invisible objects.
Vitality – increases vitality by 1-5 units.
Weakness – reduces strength by 1-5 units.
Wizardry – increases magical power by 27-29 units.
Wolf – increases health by 25-35 units.
Zest – increases vitality by 6-10 units.
Zodiak – increases all parameters by 19 units.
TASKS
During the game you will receive quests (tasks to complete the game). Sometimes after completing them you will be able to receive some very useful item or learn something about the next task. Below are all the types of tasks that you can receive during the game. Remember - with each new game, the set of tasks is generated anew, so you may not encounter some quests right away. And some (The Butcher, The Curse of King Leoric, Archbishop Lazarus, Defiller, Na-Krul, Diablo) will always come across.
THE BUTCHER
At the entrance to the church you will see a bleeding citizen. Talk to him, and you will learn about the insidious betrayal of Archbishop Lazar, who led the townspeople, who went in search of Prince Albrecht, to Butcher’s lair. The townsman will ask you to find and kill Butcher in order to avenge everyone who died from his terrible ax.
Butcher's lair is located on the second level in a small room full of dead bodies. Before attacking him, clear the level of enemies and find the transition to the next level. Then you can attack.
Butcher will stupidly rush at you, swinging his ax with all his might. Try to lead him to the transition to the next level and run around him until Butcher gets stuck in the passage. Well, how you decide to kill him is up to you. After victory, he will leave you with his unique ax - Butcher's Cleaver.
Equipment option: on the head – Scull Cap, on the body – Quilted Armor. In the hands of a fighter - a Falcon sword and a Small Shield shield, for a monk - a staff with Firebolt magic, for an archer - Short Bow, for a sorcerer - a staff and Firebolt or Firewall magic, for a singer - two Falcons. On the belt there are many, many cones with health and magic.
POISONED WATER
Pepin will complain to you that the water in the city is polluted with some strange smelly substance. He will suggest that this is the work of dark forces. Your duty is to help the residents. You need to go down into the dungeon and clear the water source from monsters.
On the second level of the dungeon, you will find a crack in the wall that leads to a water source. There you will meet Goatman for the first time, with whom it will be quite difficult at the moment. After you clear the source of all monsters, the water will change color from yellow to blue. Having returned to the village with victory, do not forget to approach Pepin: as a reward, he will give you a unique ring - Ring of Truth.
Equipment option: on the head – Scull Cap, on the body – Quilted Armor. In the hands of a fighter is a Butcher's Cleaver ax, for a monk - a Short Staff with Firebolt magic, for an archer - a Short Bow, for a sorcerer - a staff and Firebolt or Charged Bolt magic, for a singer - two Falcons. On the belt there are many, many cones with health and magic.
THE COURSE OF KING LEORIC
Ogden will tell you a sad story about King Leoric, whose son was kidnapped. The grief-stricken king came to the village and, not finding his son there, ordered the inhabitants to be killed, demanding that they give him their son. Seeing that the king was mad, the king's knights killed him. Now he has risen from the dead and commands a huge army of skeletons that kill anyone who tries to enter the dungeon.
You must destroy the king - the leader of the skeletons - and free the dungeon from his troops. You will find the king's tomb on the third level of the dungeon. When you get there. you will see two rooms on the sides. The entrance to the tomb itself is blocked by a grate. In the room to the east there is a lever that opens access to another room where some things are located. The lever in the room to the west opens the grate. Go there, shooting skeletons until you see the king (a huge skeleton with a huge sword). As soon as he notices you, run back to the entrance. The king will follow you. Please note that he can raise (“resurrect”) skeletons destroyed by you. If he starts doing this, then try to kill the skeletons, otherwise they will surround you, and in the meantime the king will come closer. The king is nearly invincible in close combat (unless you have an exceptionally powerful weapon), so don't trade blows with him. Holy Bolt magic works very well on him, so dealing with him with this spell will not be too difficult. After the death of the king, you will receive a unique crown that steals health from your opponents. To get out of the tomb, shoot four skeletons crucified on crosses in the hall where you saw the king.
Equipment option: on the head – Helm, on the body – Hard Leather Armor. In the hands of a fighter is a Butcher’s Cleaver ax, for a monk – a staff with Holy Bolt magic, for an archer – a Hunter’s Bow, for a sorcerer – a staff and Holy Bolt or Firewall magic, for a singer – two Falcons. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring.
OGDEN'S SIGN
Ogden will tell you that one night a bunch of monsters tore down the sign of his tavern and took it with them. He doesn’t know why they needed it, but he’s very sorry for the loss and asks you to find him.
On the fourth level you will find a room that contains the passage to the next level. You will be blocked from entering by Blue Carver, who will ask you to bring him the same sign and promise to reward you for it. Don't trust him, and when you get the sign (it's in the next room), bring it to Ogden. For this he will give you a unique Harlequin Crest helmet. And if you take the sign to Carver, he will deceive you and, having taken the sign, will attack you. By the way, until you complete this task, you will not be able to advance to the next level.
Equipment option: on the head – Undead Crown, on the body – Hard Leather Armor. In the hands of a fighter is a Butcher's Cleaver ax, for a monk - a Composite Staff with Firebolt magic, for an archer - a Hunter's Bow, for a sorcerer - a staff and Firebolt or Firewall magic, for a singer - two Morning Stars. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring.
GHARBAD THE WEAK
At the fourth level, you may encounter a goat who will ask you not to kill him, and will promise to do “something” valuable for you. When you approach him the second time, he will give you some magical item and tell you that he is doing “something” valuable. The third time he will say that “something” is almost ready. But the fourth time he will not want to give you this value and will attack you. It will be very easy to deal with him, and after victory you will receive another magic item.

ARKAINE'S VALOR
On the fifth level you will find an unusual room with a book from which you will learn about the legendary armor of Arcaine's Valor. In order to get the armor, you must bring three blood stones to the altar, which is located in the next room.
You will find the first stone at the altar. Place it on the altar, and a passage will open into the room in which lies the second stone, which, by the way, is well guarded. Bring it to the altar and another passage will open. In the room that opens you will find the third stone. When all the stones are on the altar, a passage will open in front of you, after passing through it and dealing with a bunch of enemies, you will find the unique Arkaine’s Valor armor.
Equipment option: on the head – Undead Crown, on the body – Hard Leather Armor. In the hands of a fighter is a Butcher's Cleaver ax, for a monk - a Composite Staff with Firebolt magic, for an archer - a Hunter's Bow, for a sorcerer - a staff and Firebolt or Firewall magic, for a singer - two Morning Stars. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring.
THE MAGIC ROCK
From the blacksmith you learn that once a caravan passed through the city, carrying magic stone– meteorite. He himself did not have enough money to buy the stone, and after the caravan left the city, monsters attacked him and plundered it. The blacksmith will ask you to bring him this magical meteorite.
You will find the meteorite on the sixth level. It is always in a dark place, but lies on a stand. Take it to the blacksmith and he will make you a unique Empypyan Band ring.
CHAMBER OF BONE
On the sixth level you will find a closed room containing a staircase leading to the Chamber of Bones. At the same level, find a book from which you will learn that treasures and secret knowledge are stored in the chamber of bones, and most importantly, that anyone who tries to enter the chamber will face certain death from a crowd of skeletons guarding the treasures.
In fact, everything is much simpler. The skeletons are crowded in their small room and are not going to leave it anywhere, so stand calmly in the passage and hit the top of the head to everyone who tries to stick their head out. Don't worry, there will be many people willing. Well, if you’re tired of just swinging an axe, you can throw a Fireball or Firewall at your enemies.
After walking through the piles of bones into the next room, you will see a book, after reading which you will gain knowledge of the Guardian. Let me explain: when you call this spell, a three-headed dragon will come to your aid, which will accurately spit fireballs at your enemies for some time. Sometimes it can come in handy.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is a Butcher's Cleaver ax, for a monk - a Composite Staff with Firebolt magic, for an archer - Hunter's Bow, for a sorcerer - Holy Bolt and Firewall magic, for a singer - two Morning Stars. On the belt there are many, many cones with health and magic. On his hands are Ring of Truth and Empyrean Band rings.
HALLS OF THE BLIND
At the seventh level, you will read a book from which you will learn about a certain amulet, which is well guarded by the very dangerous invisible Hidders. After you read the book, a previously closed room will open, shaped like the number eight. Evil Hidders will roll out of it, which are quite difficult to deal with, but after winning in one half of the room (half-eight) you will find a unique magical Optic Amulet.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is a Butcher's Cleaver ax, for a monk - a Composite Staff with Firebolt magic, for an archer - Hunter's Bow, for a sorcerer - Charged Bolt and Firewall magic, for a singer - two Morning Stars. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring.
ZHAR THE MAD
Perhaps on the eighth level you will come across a room in which there is a strange magician. He will tell you that you can take some scrolls, but should not go near the cabinet. Having collected all the scrolls, calmly head to the closet, and then the magician will attack you (probably thinking that everything is in his power). In fact, it will be very easy to deal with it, although it is advisable to have the Stone Curse spell. After the victory, go to the closet and take the honestly won books.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is the Butcher's Cleaver ax, for a monk - a Long Staff with Firebolt magic, for an archer - Hunter's Bow, for a sorcerer - Stone Curse and Lightning magic, for a singer - Hunter's Bow. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring. On the neck is an Optic Amulet.
BLACK MUSHROOM
This is one of the longest and most interesting tasks. It all starts with the fact that on the ninth level you will find a Fungal Tome book that you cannot read. You need to bring the book to the sorceress, and she will tell you that this book contains ancient recipes for decoctions of black mushroom. She will ask you to bring this mushroom.
You will find mushrooms on the same ninth level. But it turns out that the mushroom is not enough for the witch. She still needs an elixir, which you must take from the healer. But the healer does not have the elixir, and to prepare it he needs the brain of a demon. Go down to level ten and the first demon you kill will drop its brain. Take it to a healer who will make an elixir for you. Only when you bring it to the sorceress will she say that she no longer needs it. Well, if you don’t need it, you don’t need it, drink it yourself, and all your parameters will increase by three points.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter - a Long Sword and a Kite Shield, for a monk - a Long Staff with Firebolt magic, for an archer - Long Bow, for a sorcerer - Firewall and Lightning magic, for a singer - a Long Bow. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring. On the neck is an Optic Amulet.
ANVIL OF FURY
Griswold will tell you that he heard from a prisoner who escaped from the dungeon about an anvil kept in the dungeon. The blacksmith hopes that this is the legendary anvil of rage and asks you to get it.
The anvil lies on a small island surrounded by lava. But don't think that everything is so simple. The enemies don't want to give you the anvil at all. So it will have to be taken away. When you bring the anvil to the blacksmith, he will be very happy and as a reward will make you a unique sword - Griswold's Edge Broad Sword.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is a Large Ax ax, for a monk - a Long Staff with Firebolt magic, for an archer - Long Bow, for a sorcerer - Firewall and Lightning magic, for a singer - a Long Bow. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring. On the neck is an Optic Amulet.
WARLORD OF BLOOD
At level thirteen, you may find a book, reading which will open the transition to the next level. From the book you will learn about the treasury of the supreme knight of the blood. It will be quite difficult to deal with him, and besides, he will be guarded by an army of associates. The reward will make you very happy. After defeating the knight, you will find several types of magical weapons and armor in the treasury.
Equipment option: on the head – Full Helm, on the body – Mail Plate. In the hands of a fighter is a Great Ax ax, for a monk - a War Staff with Firebolt magic, for an archer - Long Bow, for a sorcerer - Stone Curse, Fireball, Chain Lightning magic, for a singer - a Long Bow. On the belt there are many, many cones with health and magic. On his hand is the Ring of Truth ring. On the neck is an Optic Amulet.
LACHDANAN
At level fourteen, you may encounter a black knight named Lachdanan, who will not attack you. He will tell you the story of how he killed King Leoric and was cursed forever for it. The knight will ask you to bring him a golden elixir to lift the curse and free his soul.
The elixir is at level fifteen. Bring it to the knight and he will give you the unique Viel of Steell helmet.
Equipment option: on the head – Full Helm, on the body – Plate Mail. In the hands of a fighter is a Great Ax ax, for a monk - a War Staff with Blood Star magic, for an archer - a Long War Bow, for a sorcerer - Firewall and Lightning magic, for a singer - a Long War Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
ARCHBISHOP LAZARIUS
On the fifteenth level you will find the staff of Archbishop Lazarus. Bring the staff to Cain. He will understand that the bishop sold his soul to the devil and that, most likely, it was Lazarus who stole Prince Albrecht. Returning to the fifteenth level, you will see that a red gate has appeared next to the pentagram, which leads to the chambers of Archbishop Lazarus. After teleporting to his level, first destroy all the enemies, and then read the two books in the level in turn.
You are teleported to closed rooms with Succubi. Destroy them all, and then go to the place where you came from. Standing in the circle, you are teleported to the abode of Lazarus, who is already about to perform the ritual of freeing the devil. But he is not alone: ​​before you get to Lazarus, you will have to deal with his supporters. Once you've dealt with the Archbishop, return to the spawn point and teleport back to level fifteen. The pentagram will glow scarlet and, standing in its center, you will be teleported to the level to the very instigator of the mess, Diablo.
Equipment option: on the head – Veil of Steel, on the body – Gothic Plate. In the hands of a fighter is a Great Ax ax, for a monk - a War Staff with Blood Star magic, for an archer - a Long War Bow, for a sorcerer - Firewall and Lightning magic, for a singer - a Long War Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
DIABLO
Once you get to the level of the devil, first destroy all the enemies, of which there are a great many.
There are three large rooms on the level. By turning on the switch (you can turn on only one at first), you will open the first room. Go into it and, having killed a good number of enemies, you can turn on another switch. A large hall will open, in the center of which there are two more switches. This is where it will be very difficult - a huge number of masters and black knights at the same time. You are very lucky if you can cast the Apocalypse spell. If not, you will have to spend a long time and tediously catching each annoying magician in turn. If you cope with this task, then killing Diablo will not be difficult.
By turning on the above two levers, you will open the room with the devil. Just don't think he's alone there. Before you get to Diablo, you will definitely need to deal with his numerous guards. Do not use the Guardian spell - it may anger Diablo himself, and you will have to fight him under fire from his minions. In this case, it will be almost impossible to win.
Equipment option: on the head – Veil of Steel, on the body – Gothic Plate. In the hands of a fighter is a Great Ax ax, for a monk - a War Staff with Stone Curse magic, for an archer - Long War Bow, for a sorcerer - Apocalypse magic, Chain Lightning, for a singer - a Long War Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
THE DEFILER
It all starts with a farmer grazing cows complaining to you about scary plants sticking out of the ground near his house. He will really ask you to blow them up, and you (maybe for the first time in your life) will be able to help the poor grandfather. By the way, you can receive this task only after you reach the fifteenth experience level. Grandpa will give you a Rune Bomb to complete this goal.
By blowing up these “vegetables”, you will open a passage to the Defiler’s nest. Don't rush to go down there. Return to Grandfather and he will give you the Auric Amulet. By hanging it around your neck, you can store 10,000 coins in one pile of gold.
Having penetrated the passage, you find out that you have stirred up a nest of terrible insects that were sleeping here. Now they have woken up and, under the leadership of Defiler, they are going to pollute and infect everything and everyone on our sinful earth.
Your duty is to go down into the monster’s lair and deal with it once and for all. Along the way you will meet Hork Demon, whose duties include creating small and bloodthirsty koloboks from his own body. The Defiler itself is a huge thing that looks a lot like a scorpion. It stands on its hind legs and strikes with great force with its huge claws. If you don't have the Stone Curse spell, it's better not to attack him - it hits too quickly, preventing you from striking back. After defeating the Defiler you will receive a Cathernal Map. Place (throw) the card on the grave located to the right of the cathedral building. You won't miss this grave - it's large, and there's a statue of a winged demon on the gravestone. A passage leading to the crypt will open.

THE JERSEY'S JERSEY
You can receive this task only if you create or add a command.txt file in the HELLFIRE directory. You must write the word cowquest. There is also another task: “Little Girl”. For it to appear, you need to enter theoquest (on some disks this has already been done).
As a result of all these manipulations, instead of the farmer, next to the cows there will be a “Complete Nut” dressed in a cow suit. When the hero reaches the fifteenth level of experience, the moron will give you a Rune Bomb and tell you that monsters have captured his home, and it contains his favorite suit. Moreover, he will clarify that this is a brown suit, not gray.
After going down into the nest, on the fourth level you will find a brown suit (much like a cow's skin). Bring it to the owner. He will be very happy and as a reward will give you unique armor, more precisely, his cow suit - Bovine Plate. It has a 150 level of protection, increases resistance to all types of magic by 30%, increases the radius of light by 50% (as bright as day), reduces losses from enemy attacks by 5 units, but lowers all your magic by one level.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is a Large Ax ax, for a monk - a Long Staff with Stone Curse magic, for an archer - Long Bow, for a sorcerer - Chain Lightning magic, for a singer - a Long Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
LITTLE GIRL
Returning after the first descent into the nest, you will see that a little girl has appeared to the left of it, who will complain to you about the beetle that stole her favorite toy. She is very worried about it and really asks you to bring it from the nest. The bad Hork Demon took the toy, and after his death he will leave you with a teddy bear that he stole from the girl. Bring it to the girl. She will be very happy and give you the magic amulet.
Equipment option: on the head – Undead Crown, on the body – Arcaine Valor. In the hands of a fighter is a Large Ax ax, for a monk - a Long Staff with Stone Curse magic, for an archer - Long Bow, for a sorcerer - Chain Lightning magic, for a singer - a Long Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
NA-KRUL
Having entered the crypt, you will find a book from which you will learn about a terrible creature named Na-Krul. On the first level of the crypt you will also find a circle in a separate room called Cornerstone of the World. By placing any object in the middle of the circle, you can find out the history of this terrible place.
As you go down, reading books on the levels, you will learn how the terrible and tragic events unfolded in this place. It turns out that the man who wrote all these diaries, during his experiments with magic, summoned some terrible and very cunning creature. Together with him, other creatures of Hell broke free. They filled the entire dungeon and, constantly pushing the magician to the bottom of the dungeon, locked him at the very last level. The magician was no longer able to resist them, but still he managed to wall up Na-Krul behind the huge magic gate, but it seems to him that this is not enough.
On the first three levels of the crypt you can find pieces of a torn note (Torn Note). This can be difficult if the pieces are in dark places. Use the Search spell. Remember - there is a note on each of the first three levels of the crypt. If you haven't found it, keep looking. Once you put all the pieces together in your duffel bag, you will automatically connect them and be able to read them. It turns out that the magician has prepared a magical trap that can weaken Na-Krul.
Go down to the fourth level. There you will see a closed room, in front of which there is a lever and three stands with books. Don't touch the lever (if you pull it, the door will open and Na-Krul will attack you at the peak of his power; it will be very difficult to deal with him in this case). Read books. The door will open and Na-Krul will attack you, but in this case his forces will become much weaker, and it will not be so difficult to deal with him (3 Fireball spells of 3-4 levels are enough). In any case, before attacking him, run into the city and stock up on a large number of cones. After winning, you will receive various magical weapons and the Apocalypse spell book.
Equipment option: on the head – Veil of Steel, on the body – Gothic Plate. In the hands of a fighter is a Great Ax ax, for a monk - a War staff with Stone Curse magic, for an archer - Long War Bow, for a sorcerer - Chain Lightning magic, for a singer - a Long War Bow. On the belt there are many, many cones with health and magic. On the neck is an Optic Amulet.
SECRETS
If you have problems with money in the game and you don’t know how to get it, we will tell you one clever way to secure it. Items in the game can be copied. Moreover, both weapons and armor, and money. This is done in the following way. Necessary:
throw the object on the ground (preferably in a visible place);
fill the bag with equipment in such a way that there is only room for this item;
put some unnecessary object in this place - one gold or small cone;
move away from the copied object to visual distance;
close the bag with equipment;
point the hero at the item and quickly press _I (inventory), then, when the hero comes close to the item being copied (you will have to practice for quite some time), nervously click on the unnecessary item with the left mouse button.
We warn you that you won’t succeed right away: you’ll have to train for a long time! In addition, as soon as you throw away the created item from your duffel bag, the game will immediately destroy it. Therefore, we recommend selling it immediately after creating an item.
We break
To be able to play as the Bard character, you need to go to the Hellfre directory (by default it is located in the C:\Sierra folder) and create a Command.txt file there. For those who have never created a file, exit to Norton Commander, enter the Hellfire directory and press Shift+F4. In the line that appears, enter the file name (Command.txt) and type:
"multitest cowquest theoquest bardtest".
Those who don't like Norton can use Notepad.
Don't forget to save the resulting file later!



Quests (aka tasks) are an integral part of the gameplay. In Diablo, the list of quests from game to game can vary greatly, and only the last two will be mandatory - Archbishop Lazarus and Diablo. You may be lucky with the rest and they will be generated in the game. Or maybe you won't be lucky. In any case, this short review will help you navigate the tasks of the oldest game in the series (or just remember them and be nostalgic).

1) Butcher
Location: Level 2, dungeons
Issues: wounded citizen
Not far from the entrance to the monastery, a bleeding man lies on the road. If you talk to him, before his death he will tell you that a certain Archbishop Lazar lured a group of townspeople into a trap and fed them to a demon named Butcher. The townsman will ask to avenge those killed so that their souls can go to heaven.
In the dungeons on level 2 there is the desired Butcher's room. It is square, with a single door, and filled with corpses. Open it and you’ll hear the painfully familiar, terribly wheezing “Ah-h-h-h, fresh meat!” Swinging an ax, the demon will rush at you. Completing this quest as a Persian “from scratch” is not an easy task: the Butcher is very painfully chopped with an ax, destroying half of his health at a time. As a warrior, you will need to quickly swing your weapon, drink healing and pray that you have enough healing bottles. A rogue or sorcerer can lead the demon behind her to the grated wall and try to slam the door in the monster's face. It’s a success - that’s it, the job is done, the Butcher can be killed with magic or arrows through the bars, but he won’t do anything to you. The Butcher is not immune to fire, but has some immunity to magic.
Reward: after his death, the demon will leave you the Butcher Ax, a powerful weapon at first with good damage.

2) Poisoned source
Location: Level 2, dungeons, Dark corridor
Issues: healer Pepin
As soon as you visit level 1 of the dungeons, go upstairs to the city and approach the healer Pepin, he will probably give you this quest. Pepin will tell you that recently the inhabitants of Tristram have fallen ill, and the reason for this is the water source. The healer believes that it may be poisoned and will ask you to cleanse it before it is too late for the townspeople.
In the dungeons on level 2 there is a Dark Corridor - this is a rectangular structure surrounded by candles and candelabra, with a rift in the middle. This very fault leads to the source. To complete the healer's quest, you will need to kill all the monsters living near the poisoned spring. It is inhabited by the fallen of various types and goat people, both melee soldiers and archers. When you kill the last monster, the yellow color of the water in the source will change to bright blue, which means the quest is complete.
Reward: Pepin will give you the Ring of Truth, for the first time it will be your best ring.

3) Curse of King Leoric
Location: Level 3, dungeons, Tomb of the Skeleton King
Issues: Ogden
After visiting level 2 of the dungeons, you can try your luck with Ogden, the tavern owner, and receive the quest about the cursed king. Ogden will tell you a rather long story about how they were once ruled by a noble and fair man, believing in light and justice. His name was Leoric, and the people loved him. However, then everything that was good in the king was gone, and he himself began to suffer from incomprehensible madness. At the end of his earthly life, he completely went crazy, and the kidnapping of his only son Albrecht forced Leoric to fight in rage and kill everyone around him. After his death, Leoric never found peace, and his spirit continues to frighten and torment the townspeople of Tristram. You need to free the soul of the damned king.
On the 3rd level of the dungeon there is a square Tomb of the Skeleton King, with a single entrance on the south side. You should go there. The tomb consists of several parts: at the very beginning, at the entrance, you will find yourself in a hall with two rooms. There are levers in the rooms that will remove the bars blocking the path further. Behind the bars you will be greeted by Leoric, the skeleton king, surrounded by his minions. It is very difficult to defeat them if they pile up in a heap, so it is better to lure them to the entrance to the tomb and kill them there. The difficulty of the quest is that Leoric steals your life and raises his skeletons from the dead. It is very difficult to kill him hand-to-hand, and the best option would be to use the magic Holy Bolt. Or you can try, before raising the second grate, to lure Leoric towards you and kill him. Those. use the tactic of killing the Butcher. But this rarely happens; Leoric often stands very far from the bars and will not always run up to you. Therefore, holy magic is the best option. After Leoric's death, it will be much easier to kill the remaining skeletons, and in the Tomb itself you can make some good money.
Reward: After his death, Leoric will leave the Crown of the Undead, a magnificent headdress for melee soldiers (at the cost of stealing life).

4) Ogden sign
Location
Issues: Ogden
After visiting the 3rd level of the dungeons, Ogden can give you this interesting quest. He will tell you that some demons periodically climbed out of their dungeons and reached his Rising Sun tavern. On one of the last nights they stole the tavern sign, and Ogden can’t understand why they needed it. In any case, he will ask if possible to return the sign to him, so as not to spend money on a new one.
At level 4 of the dungeons, look for the transition to level 5. It will be surrounded by walls and bars, which are precisely related to our quest. First you will need to go to the southern entrance and talk to the demon Snotspill. He will say that the “magic” (read – the sign) is guarded by some big guys, and he wants you to take it away. Next, go to the northern entrance, where the desired “big guys” live - the demon overseers. They guard the chest, which contains the sign. You can bring it back to Snotspill, who will joyfully say that he has “Great Magic” and will release a gang of his minions on you (from this point of view, you fail the quest). Or you can return the sign to Ogden, who will present you with a reward. In the second case, returning back to the level, you will still have to fight Snotspill and his gang, who separate you from the stairs to level 5, but you will have a reward.
Reward: Harlequin Cap, a cute hat that increases all your stats by +2.

5) Gharbad Weak
Location: Level 4, dungeons
Issues: Gharbad Weak
On the 4th level of the dungeons, standing a little apart, not trying to attack you, is Gharbad the Weak, a goat-man. He will bleat so that you do not kill him, because he may be useful to you. Go to another location and return to him. Gharbad will say that your reward is not ready yet and asks you to wait. Leave it again and come back. The goatman will answer, “almost ready, just a little left.” The last third visit to him will end in a fight: Gharbad will say that you need to fight for the reward and will raise his club at you. Actually, this is the last thing he will have time to do, because it is not difficult to defeat him.
Reward: a magical thing that “he did for you.” On my own behalf, I will say that in most cases the thing is quite stupid, but from a sales point of view it may well be useful.

6) Valor
Location
Issues: Book of Blood
Going down to level 5 (this is the beginning of the catacombs) and wandering around there a little, you can find a group of rooms that together form either a rhombus or a cross - it’s hard to say. To the southwest are two doors that open into these rooms. At the entrance you can read the Book of Blood, which says something like this: “Locked by the gates of blood, separated by corridors of fire, valor awaits the hero who will awaken it.” This is the beginning of the legend of ancient hero Arcane, who had already been in this labyrinth once, fighting crowds of monsters. According to rumors, Arcane, rightly believing that evil could return, decided to help the hero who would follow his path, and hid his legendary armor Valor in the labyrinth. Valor once protected Arcane from monsters, and now it is her time to protect you. However, Arcane cleverly hid the armor so that only a true hero could find it. That is you.
The legend has all the clues. Go to the next room, take the Blood Stone and place it on the Blood Pedestal. The pedestal will partially fill with blood, and you will see one of the doors on the north side open. Go there, kill the guard monsters and take the next blood stone. Repeat the process and take the final third stone from the room on the southeast side. After this, the gates of blood will open a “corridor of fire” - a tunnel with torches hanging on the walls. Then all you have to do is kill the remaining monsters and pick up the armor.
Reward: Arcane's Valor, a fine example of chainmail armor.

7) Magic stone
Location: Level 5, catacombs
Issues: Griswold
Having been to level 4 of the labyrinth, after talking with Griswold, you can receive this interesting quest. The blacksmith will tell you that some time ago unknown black horsemen, wearing cloaks that hid their faces, traveled past Tristram. According to rumors, they had with them a stone remarkable for its magical properties, however, for unknown reasons, they lost the stone. As Griswold suggests, it can be found in the catacombs.
On level 5 of the labyrinth, if you look hard enough, you can find a small pedestal on which lies a mysterious stone. Bring it to Griswold, and he will be happy to give you a unique ring.
Reward: Heavenly Rim, a unique ring that surpasses the Ring of Truth in characteristics.

8) Room of Bones
Location: Level 6, catacombs, Bones room
Issues: Book
After wandering around the 6th level of the labyrinth, you can find a book. It will tell the story of brave men and heroes who fell victims to their greed and tried to plunder the forbidden Room of Bones, where the treasures of the fallen were located. None of those warriors returned, and they were all converted and cursed for their greed. The book will warn you against following this path and will open a passage to the Room of Bones. You cannot get into the Bones Room without reading the book. The passage to the Room of Bones is square, with columns and a spiral staircase, it is difficult to confuse it with anything else.
When you go down to the Room of Bones, you will first have to face a group of invisible men and skeletons. There are a lot of them in one of the dungeon rooms: this is a room whose floor is strewn with skulls; the main battlefield will be there. It will be convenient to stand at the entrance to the room so that enemies cannot run out and surround you, especially since many of them are invisible. After killing all the monsters in the central room, deal with the rest. The legend does not lie about the treasures: there are a lot of chests on the level, and there is something to profit from. In the farthest corner of the Room there is a pedestal with a book, after reading which you will learn the Guardian spell and close the quest.
Reward: treasures from chests and the Guardian spell.

9) Halls of the Blind
Location: Level 7, catacombs, Halls of the Blind
Issues: Book of the Blind
At level 7, with proper luck, the Book of the Blind awaits you. In it you will find a wonderful poem, and I will not deny myself the pleasure of quoting it here:
I can see what you see not.
Visions milky than eyes rot.
When you turn they will be gone
Whispering their hidden song.
Then you see what cannot be:
Shadows move where light should be.
Out of darkness out of mind
Cast down to the halls of the blind.

The book will open doors to two small square rooms that stand diagonally to each other and form a figure eight. They are teeming with weavers of illusions that appear out of nowhere and strive to put you to rest. In principle, they are not anything serious, the main thing is not to lose vigilance. After defeating them all, you will find your prize in the room.
Reward: Optical Amulet, a valuable and rare example of unique amulets.
P.S. As a reward for you, I personally can offer you to listen to the Dargaard team’s song, which is called “Down to the Halls of the Blind.”

10) Heat Madman
Location: Level 8, catacombs
Issues: Heat Madman
This quest is similar to the one with Gharbad. Sometimes on level 8 of the labyrinth you can find a library room with a bookcase and many pedestals with scrolls. In the middle of all this splendor stands, leaning on a cane, the sorcerer Zhar. He will not try to attack you, he will only warn you against touching anything in “his library.” If curiosity gets the better of you and you try to take the book from his cabinet, Heat will fly into a rage and start throwing spells at you. The sorcerer is much harder to kill than Gharbad, so think twice before messing with him. He is quite good at magic and also disappears when you get close to him in order to be transported to another place in the room. It’s more convenient to defeat him with a character with a ranged attack, be it, say, a scammer. As a warrior, you will have to run after Zhar around the library. Although you may get lucky and be able to "lock" him in a corner, he will then be unable to teleport.
Reward: book and scrolls from the library, as well as a magic item

11) Black mushroom
Location: Level 9, caves
Issues: Mushroom Volume
Once you are at level 9, already in the caves, you can find this nice quest there, the most difficult thing is not to miss its components. Black mushrooms grow on the ground in caves, but you will not be able to collect them until you find the Mushroom Volume and take it to the witch Adria. It’s convenient if you first find the volume, and only then the mushroom itself. In any case, Adria will tell you that she is experimenting with potions, and the book you brought her contains many wonderful recipes. For one of them she will need the aforementioned black mushroom.
Having found this same mushroom at level 9, take it to the witch. She will tell you that she makes an excellent potion and will ask you to bring one more component: an elixir from the healer. After talking with Pepin, you will learn that he lacks the demon brain elixir for this. Going down into the caves, kill any demon there, and after death he will leave behind a brain that is so necessary for a healer.
Back in town, take this elixir ingredient to Pepin and he'll give you a nice vial. However, attempts to return it to Adria will not be successful: she will only irritably say that she does not need it, and that you can keep it for yourself.
Reward: Prismatic elixir, which increases all the hero’s parameters by +3.

12) Anvil of Fury
Location: Level 10, caves
Issues: Griswold
After visiting the 9th level of the caves, you can try your luck and get this quest from Griswold. The blacksmith will tell you that his skill is determined not only by his experience, but also by the anvil in his workshop. He will tell you the legend of the great Anvil of Fury, on which a variety of spells were cast and witchcraft runes were applied. The weapons that could be forged on it were rumored to have some truly amazing properties, and if you found it, Griswold would try to make you something special.
After wandering around the 10th level of the caves, find a small island in the middle of the lava river. You can only get there along a thin path, and the island itself is teeming with monsters protecting the Anvil. Many, if not all, of them have ranged attacks, so be careful when playing as a melee character. It's best not to take risks and deal with the monsters little by little. It is very difficult to withstand their joint attack if you do not drink potions at the speed of sound. After defeating all enemies, take the Anvil and bring it to Griswold. A happy blacksmith will keep his promise and forge a sword for you.
Reward: Griswold's Blade, a unique sword with good damage and magical properties.

13) Warlord of Blood
Location: level 13, underworld
Issues: Steel Tom
In part, this task is similar to that with the Ogden sign: the quest closes the transition to the 14th level of the labyrinth. The staircase leading down is surrounded by a wall, and the passage there can only be opened by reading the Steel Tome. The volume is on a pedestal familiar to quest books. He will tell you the story of the Blood Lord, the cruel and gloomy Bartuk, who sold his soul to the princes of darkness in exchange for the strategic skill of the commander. Since then, Bartuk has won many victories over his enemies, but his cruelty knew no bounds, and his soul knew no peace. And over time, he fell in love with bathing in the blood of killed opponents, which brought peace to his soul. He forgot his name, and the others only called him Warlord of the Blood. This is what you will need to defeat in order to get to the lower levels of the labyrinth.
Bartuk himself is already very strong, but he is still surrounded by minions in the form of black knights. Therefore, it will be easier for you to deal with them first, luring them out of the room one at a time, and only then take on the military leader himself. When he dies, he will leave you with a room full of racks of weapons and armor, as well as a unique sword.
Reward: Inferno, a unique blade with fire damage, and rack-mounted weapons and armor.

14) Lakdanan
Location: level 14, underworld
Issues: Lakdanan
At level 14 of the underworld, you can encounter a black knight named Lakdanan. Don’t rush to classify him as a team of “bad guys” like Gharbad and Zhar: he is actually a noble and honest character. Lakdanan will tell you his story, which will be confirmed by many residents of Tristram. Once upon a time, he was the commander of the knights of King Leoric and served his king faithfully. He remained loyal to his ruler, even when Leoric sent his troops under the leadership of Lakdanan to certain death in the war with Vetmarch. However, Lakdanan and some of his warriors survived. They had to hastily retreat and return home, where they were branded traitors.
Leoric ordered his bodyguards to kill the “wicked” Lakdanan, and he was forced to defend himself. As a result, Lakdanan's warriors survived and were able to surround Leoric. He cursed them and hated them with all his heart, and Lakdanan, seeing that the king had lost the remnants of his reason, killed him with his own sword. Before his death, Leoric cursed everyone who was nearby at the hour of his death, and therefore Lakdanan is doomed to wander through a labyrinth infested with monsters, unable to find salvation. He is the only one of all who can still resist the madness that has taken possession of his warriors. Only the Golden Elixir can free him, the magic of which is capable of breaking the spell cast by the fallen monarch.
You can find this Elixir on level 15 of the labyrinth: look for a bright gold bottle. It catches your eye and you can't miss it. When you bring the Elixir to Lakdanan, he will give you his helmet, drink the potion and die, thus freeing his soul from captivity.
Reward: Veil of Steel, a helmet with powerful magical characteristics.

15) Archbishop Lazar, mandatory quest
Location: level 15, underworld
Issues: Rod of Lazarus
At level 15 there is a Vile Stand surrounded by human corpses and candles in candelabra. It is located not far from the red pentagram on the floor. At the counter itself you can find the Rod of Lazarus, which will mark the beginning of this mandatory quest. The rod must be taken to Elder Deckard Kane, who will tell you with horror about the meaning of this rod. It turns out that the elder had long suspected that Lazarus was the indirect cause of the misfortunes occurring in the city, but now there is concrete evidence of this. Kane will tell you that it was Lazarus who kidnapped Leoric’s only heir, Prince Albrecht, apparently in order to bring his dark master, the Lord of Terror, Diablo, back to life. And they needed the boy for a dark ritual. Betrayed, Lazarus will fight to the last drop of blood, so before looking for Diablo, we must first kill the traitorous archbishop so that he cannot carry out intrigues while remaining behind our back.
After this, a Red Portal will appear above the pentagram, leading to the Secret Refuge of Lazarus. This is where our enemy is hiding, but getting to him will not be so easy. First you will need to defeat two groups of enemies - succubi and magicians, who are waiting for you in the rooms to the right and left of the main corridor. In each of the rooms you can find Books of Meanness, reading which will teleport you to new corners of the Vault. Once you have explored all available areas, return to the beginning of the level and stand on the pentagram portal. She will take you to the last room, in the middle of which the traitor Lazarus is waiting for you behind the altar for sacrifices. He is not alone: ​​next to him are two unique succubus demonesses, and just below is another group of succubi. All monsters are rangers, so get ready for a serious battle.
The following spells can help you: Golem, Stone Curse, Apocalypse. The most convenient tactic, in my opinion, is to first deal with the group of succubi at the bottom of the room so that there is room for maneuver. If you find an Apocalypse Scroll, run up to the succubi and cast it on them. On normal, one scroll is enough for these witches to die. The remaining succubi and Lazarus can be distracted by the Golem, slowed down by the Stone Curse and finished off. The most important thing when playing with any character is not to get caught in the crossfire of succubi and Lazarus, because they do a lot of damage.
After defeating Lazarus, return to the beginning of the level, go back into the portal and tell Kane everything. He will close the quest and give you the last task in the game. The death of Lazarus will activate the pentagram portal, allowing you to descend to the final level for the final battle.

16) Diablo, mandatory quest
Location: level 16, underworld
Issues: Elder Deckard Cain
Kane will tell you that the murdered boy you saw in the Lazarus Asylum is not Prince Albrecht. The prince himself, as the sage believes, has become the corporeal shell of the Lord of Terror, and now all you can do is fight him to secure Tristram and put an end to these nightmares. Go down to level 16.
It is divided into four areas and is inhabited by two types of monsters: bloody knights and lawyer-magicians. Of the four sections, three are temporarily closed, and they are gradually opened by a system of levers, i.e. By clearing one area and opening the levers, you can get further. To fight Diablo, you will first need to defeat many knights and lawyers and raise all the levers. The Lord of Terror himself awaits you in the western lower room, surrounded by his minions. He attacks with the Apocalypse spell, so be very careful with him. It is convenient to lure him to you in order to fight less with his defenders. However, that's how it goes. However, if your pumped up hero has reached Diablo, he should no longer experience any particular difficulties with him. You can't save after the death of a demon! Therefore, before finishing off Diablo, make sure that you have picked up all your items, gold, and so on. After defeating him, watch the final video.. ;)

Diablo I - (Diablo 1) computer game of the Action/RPG genre, which was developed by Condor, acquired by Blizzard Entertainment along with the game before publication, and released on December 31, 1996.

The game style of Diablo I is dark fantasy. The player must go alone into the dungeons of the city of Tristram, which are infested with various demons and other evil creatures. Passing more and more new levels of the dungeon (there are 16 in total), the player, in the end, must find himself in Hell, where he must find and kill Diablo, who is the main boss of the game.

Gameplay - Diablo I

(banner_newshalf)

The game complies with all the rules of role-playing games: main character can choose one of the standard characters (robber, mage, warrior), then goes down into the dungeon to destroy all the forces of evil that live there. The character will have to complete various tasks, find magical objects and more advanced armor and weapons. In accordance with the experience points he receives, he moves to a new level of development, and he is also given the opportunity to improve his personal characteristics and gain additional skills.

In Diablo there are 4 game parameters: strength, endurance, dexterity and magic, they are available to the player and he can increase them by gaining experience. There are no unique weapons or unique abilities for each class in this game.

In this game, fans of role-playing games are attracted by the bright graphics, interesting plot, various monsters, and a variety of weapons and spells. All weapons that the player can find in this game are located randomly. Therefore, the opportunity to find a unique or powerful weapon or armor exists at the moment when the player opens any of the chests, or kills any monster. In the same way, the number of types of monsters that the player will encounter during the game is set. Also, the tasks that the player has to complete are selected randomly. Level maps were created using the same method (with the exception of fixed quest locations, which are included in randomly generated dungeons). Therefore, with each replay, the character gets a new version of the game.

Diablo I walkthrough: video

Character Classes - Diablo I

  • As a warrior, he has more health than other characters. Fights effectively only in close combat, using a shield and sword.
  • The robber is the most dexterous and fastest character in the game, but has a small amount of health. Excellent use of a bow to fight enemies from a distance.
  • Wizard - he has the smallest health reserve compared to other characters, for this reason he cannot fight in close combat, but can inflict significant damage from a distance. In battle, he uses elemental spells that cause enormous damage to opponents.

So, Hellfire walkthrough. As you probably guess, the passage primarily includes quests. By completing them, you will advance through the game until you get to the main reptile Na-Krul. However, I'm getting ahead of myself. In order..

AND I AM A TOMATO, TOGETHER WE ARE A FRUIT GARDEN..

Farmer Lester is a new NPC introduced in Hellfire. You can find him in the pasture next to the cows. The farmer will ask you to do him a favor and blow up a strange formation in the ground that prevents the cows from going to another pasture. To this end, Lester will give you a rune bomb, which explodes if placed in the area behind the new bridge on the eastern outskirts of the city. Having exploded, the bomb opens the entrance to Hive. To receive this task, the hero must reach level 15 or reach the Caves.

Quests and walkthrough


Quests and walkthrough

Too many pesticides, apparently. Or nitrates...

This is an easy quest. Detonate the bomb and return to Lester. He will give you the Goldbearing Amulet, a new item from Hellfire. This amulet allows you to store not 5,000 gold in one inventory slot, but 10 000 . This way, you can accumulate more gold and buy things that take up 6 cells and cost more than 170,000. Let me remind you that in the original Diablo, when buying things, you needed free cells. Even if you spent gold during the trade and received the necessary cells, this was not taken into account. For 25 gold, you can sell the Gold-Bearing Amulet to Adria.

WELL, FULL FASHION

Let me make a reservation right away that this quest is hidden. You won't be able to complete it without first unlocking it. To do this in the file command.txt enter cowquest. To some extent, this task is a reference to the cow level and an Easter egg. But let's return to our cows.

You will find the Complete Psycho in the same place where Farmer Lester stood. The psycho will tell you an incredible story about how he left his brown suit at home, in Nest. You are entrusted with the responsibility of finding the Psycho's wardrobe. To this end, he (warning!) will give you a bomb so that you can blow your way to a brighter future. Apparently, in Hellfire, every NPC is a demolitionist at heart, no less. Be that as it may, you will find the brown Psycho costume at level 4. At level 3 you can find a gray suit, but it is useless. When you return Psycho's brown suit (it's a moose suit, by the way), he will give you Cow Armor as a reward. There's nothing great about this armor, but it's fun to complete the quest.

Quests and walkthrough


Quests and walkthrough

A hive, senseless and merciless...

There is no special strategy for passing it. You simply go forward, get to the 4th level of the Hive and look for the notorious suit there. By the way, the spell Search will be very useful here.

SAVING PRIVATE RYAN

Like the previous quest, this task is hidden. You won't be able to complete it without first unlocking it. To do this in the file command.txt enter theoquest. One of the assumptions why the quest was cut from the game is that Blizzard considered it too childish and stupid, and therefore not in keeping with the spirit of the game.

So, the task. A little girl named Celia (you will find her on the witch's island) is suffering greatly. According to her, a nightmare monster stole her best friend Theodora, and she begs you to return it to her. The monster, by the way, is called A sickening demon and is super unique. This nasty thing lives on the 3rd level of the Hive. Next to the demon lies the unfortunate Theodore, who is also a teddy bear, captivated by the forces of Hell. Once you've dealt with the demon, return the toy to Celia and she will give you a powerful magical amulet.

Quests and walkthrough


Quests and walkthrough

Bear, we are already close, where is your smile?

This quest does not change anything in the game. If you don't unlock it, Celia won't appear and the Nauseating Demon will drop the amulet itself. The question depends solely on how much you like the rescue and peacekeeping organization for rescuing bears from the underworld. It is important that the amulet really high level, as if you found it in the furthest reaches of hell. It can have any mods and bonuses, so it's worth it. The demon himself guarding him is not particularly strong, but it can be difficult to find him on the rather large 3rd level of the Hive. The rest is a matter of technique.

It is curious that in Sacred, which at one time caused a lot of noise and was even called the Diablo killer, such quests are by no means uncommon. Either you will be asked to bring a sheep, or bring a doll, or find a chicken in the dragon caves. Unless you take a kitten from a tree they ask. Moreover, against the backdrop of all this idyll, pretty elves are shooting off the legs of their enemies, blood is gushing out, and ladies of mild behavior walk around the bars. I don’t understand these Germans..

A CHATTERING INSECT AND THE CRYPT OF FATE

This quest is mandatory if you plan to complete Hellfire, of course. It consists of two stages.

First you must go through the Hive and at its 4th level find the cutest insectoid Defiler. If you kill him, he will leave not only a wet spot, but also map of Tristram Cathedral. More on that later, first let's deal with the insect. The Defiler is a demon that is not particularly difficult to kill. The problem lies largely in the long and tedious clearing of the Hive around the boss. Many players do it simply: teleport to the Defiler, knock down this queen of insects, take the card and run away to the city. If you come into the Defiler's field of view, she will begin a big evil monologue in a raspy voice (well, something like "Come closer, mortal, why can't I see you, you cowardly dog..."). And so on until he dies. Apparently, she really had something to say to the world. The Defiler is a melee boss that prefers to attack quickly. The problem is that with her health, you can kill her faster than she can make dessert out of you. Having finished with the overly talkative insect, we take the map and move on.

Quests and walkthrough


Quests and walkthrough

"Well, what about dichlorvos - and go home?"

If you taxi to Gillian at this stage, she will share information on the case Grave Papers.

"My grandmother used to tell me stories about strange forces inhabiting the cemetery behind the church, and perhaps one of them will interest you. She said that if you leave an offering in the cemetery, then pray for the fallen in the cathedral and return, everything will somehow change "I don't know if it's true or just an old lady's talk, but these days anything can be true.".

Quests and walkthrough


Quests and walkthrough

Why is everything always marked on maps, with an arrow or a cross?

However, as practice shows, it is not necessary to talk with Gillian to advance the quest; it always goes in the same direction. If you right-click on the found map, it will open and show you Tristram from a bird's eye view. Marked with an arrow on the map place in the cemetery. That's where we need to go. Everything goes in full accordance with the legend of Gillian's grandmother: if you throw a card on a huge ornate grave (it looks like a new Tristramian is buried there), the entrance to the Crypt will open and an ominous-looking staircase with characteristic red reflections will appear. Welcome!

Quests and walkthrough


Quests and walkthrough

The entrance to the Crypt is so inconspicuous...

Interesting point, by the way. If in the original Diablo all levels smoothly flow into each other, and the story of Tristram logically explains why under the Dungeons there are first Catacombs, and then Caves, then in Hellfire new locations are tacked on wherever it turns out, and there is practically no connection between them. Except, perhaps, the above map. Pichal..

LE FIN

So, the final chord. We need to find and defeat the vile demon Na-Krul, who has holed up in the lowest level of the Crypt and sits there, studying eternity. There is no need to look hard for him, since the adversary is entrenched in a small room. Much more interesting is that we can complete another mini-quest directly related to the victory over Na-Krul.

The quest is called Recovered note. It's hardly a typical quest, but completing it will reward you with a piece of Hellfire history. On the 1st, 2nd and 3rd levels of the Crypt you can find three note fragments. When you find them all, the pieces will connect and you will see something like a diary page. The diary, apparently, was kept by a magician who summoned Na-Krul to his gluteal muscles and died, having managed to seal the demon in the summoning room. This is how it is always, first they call, and then they think... The note talks about how to free Na-Krul, seriously weakening him.

Quests and walkthrough


Quests and walkthrough

"The first book or the second? Or the third? Damn, why are there so many of them?"

"Whoever finds this scroll, know that it contains the power to stop the creature locked behind these walls. My time is running out. Now the dark minions of this monster are clawing at the door behind which I hide. I have captivated the demon with a secret magic and locked within four walls, but this may not be enough. The spells that you will find in my books of witchcraft will weaken the monster when you enter its domain, but only if you cast them in the right sequence. The levers at the entrance will erase barriers and will release the demon. Don't touch them! Use only these spells to let the demon in, otherwise its power may be too great and you will not be able to defeat it!

To weaken Na-Krul, read the books in his room in the following order:

In spiritu sanctum (in the name of the Holy Spirit)

Praedictum otium (bring peace)

Efficio obitus ut inimicus (repay the enemy with death)"

However, even without collecting fragments of the page, you can sort through all the options using a banal method: there are only 3 books in Na-Krul’s room, therefore, there are only 6 possible combinations. Not so many.

After you open the room with holy peace and spirit, the earthquake director himself will appear. You were probably expecting something big, tentacle-horrible. Actually, here it is. Na-Krul looks like a failed genetic experiment. The gentlemen from Sierra planned to make him a doomsday effigy, but it didn’t turn out very well. With the same health that Diablo has, Na-Krul has neither minions (he is the only one in the room) nor ranged attacks. Add to this that he rolls out to you after the book epic with half his health... I think it’s not worth continuing, the tragedy of the situation is already clear. He's the fastest monster in the game, but instead of running towards you and giving you a painful poke in the eye, he circles around the room, feigning topographical cretinism. As a result, even despite the fast attack and apparent massiveness, the monster kills without problems the hero who defeated Diablo.

Quests and walkthrough


Quests and walkthrough

Evil guy Na-Krul against the Monk.

As usual, after being released from captivity, Na-Krul reads the monologue of the Evil Overlord:

"Ha ha ha, freedom! Ha ha ha, I can fight the one who challenged me! And I will repay you, mortal, with your death!"

The game also has easter egg, which I really don’t know how to unlock. This is Na-Krul's alternative speech:

"Hey! I'm free, free, and I can reward you, pathetic mortal, with these Aerosmith concert tickets. You're destined to go backstage and meet Steven Tyler and the whole crew. This Friday, at the Coliseum. Thanks for getting me out of here. By the way, I'm going to kill you (pause). 5 seconds, I'll be right back, I need to check the weather and traffic jams..."

This is such a tentacled Petrosyan. Listen to it, admire it and kill it. After all, this will mean that you have completed all of Hellfire, and I have finally completed this walkthrough.

Thank you for attention.

Text and translation - me.



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