„Chamber of Bone“ Overview
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Starts At
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Mythical Book (located in Level 6)
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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Bone Chamber (extra level; entrance in D.lvl 6)
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Quest Specific Items
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-
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Reward
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Guardian spell gets raised by 1
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Description
The object of this quest is to enter Diablo's treasure vault (known as the Chamber of Bone) and claim the valuable items inside. The quest is initiated by reading a book on dungeon level six. The Book of Bone reads:
"Beyond the Hall of Heroes lies the Chamber of Bone. Eternal death awaits any who would seek to steal the treasures secured within this room. So speaks the Lord of Terror, and so it is written."
The Chamber of Bone itself is accessed through a stairwell on level six, and contains a variety of monsters. There are several magic items inside as well as an Ancient Tome, which is hidden in the innermost chamber. Reading the Ancient Tome bestows the hero with a free level Guardian spell, and completes the quest.
Screenshots
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NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Mythical Book)
“Beyond the hall of heroes lies the Chamber of Bone. Eternal death awaits any who would seek to steal the treasures secured within this room, so speaks the Lord of Terror, and so it is written.”
Warrior, Rogue, Sorcerer
Deckard Cain:
"A book that speaks of a chamber of human bones? Well, a Chamber of Bone is mentioned in certain archaic writings that I studied in the Libraries of the East. These tomes inferred that when the Lords of the Underworld desired to protect great treasures, they would create domains where those who died in attempt to steal that treasure would be forever bound to defend it. A twisted, but strangely fitting, end?"
Griswold:
"I know nothing of this place, but you may try asking Cain. He talks about many things, and it would not surprise me if he had some answers to your question."
Pepin:
"This sounds like a very dangerous place. If you venture there, please take great care."
Farnham:
"Okay, so listen. There's this Chamber of Wood, see. And his wife, you know - her - tells the tree... cause you gotta wait. Then I says, that might work against him, but if you think I'm gonna pay for this... You... uh... yeah."
Ogden:
"I am afraid that I don't know anything about that, Good Master. Cain has many books that may be of some help."
Gillian:
"I am afraid that I haven't heard anything about that. Perhaps Cain the storyteller could be of some help."
Wirt:
"A vast and mysterious treasure, you say? Maybe I could be interested in picking up a few things from you... Or better yet, don't you need some rare and expensive supplies to get you through this ordeal?"
Adria:
"You will become an eternal servant of the Dark Lords should you perish within this cursed domain. Enter the Chamber of Bone at your own peril."
DIABLO
„Diablo“ Overview
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Starts At
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Deckard Cain
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Also existent in Multiplayer?
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Yes
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Involves Dungeon Level(s)
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D.lvl 16
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Quest Specific Items
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-
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Reward
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Dot
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Description
Single-Player & Multi-Player
This final quest in Diablo involves the Dark Lord of Terror himself. This quest is initiated by Deckard Cain anytime after killing Archbishop Lazarus. The pentagram symbol on the fifteenth level of the dungeon turns into a portal to the sixteenth level, the lair of Diablo himself. It is filled with Advocates and Blood Knights, including the unique knight Sir Gorash. There are four corner rooms, only one of which is accessible at first. Pulling the skull lever in that room opens the second, and pulling the lever in the second room opens the third. The third room has two skull levers and both must be pulled to open the fourth and final room. In this room, there is a pentagram on the floor, and it is heavily guarded. A row of Blood Knights forms the outer defense with Advocates behind them. In the very center of the room is an enemy denoted as "The Dark Lord", which is Diablo himself. Surprisingly, he is not a unique monster. He uses the mighty Apocalypse spell, and cannot be Stone Cursed. Defeating him completes the quest, and the game ends in victory.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Deckard Cain)
"Your story is quite grim, my friend. Lazarus will surely burn in Hell for his horrific deed. The boy that you describe is NOT our Prince, but I believe that Albrecht may yet be in danger. The symbol of power that you speak of must be a portal in the very heart of the Labyrinth. Know this, my friend - the Evil that you move against is the Dark Lord of Terror. He is known to mortal men as Diablo. It was he who was imprisoned within the labyrinth many centuries ago and I fear that he seeks to once again sow chaos in the Realm of Mankind. You must venture through the portal and destroy Diablo before it is too late!"
GHARBAD THE WEAK
„Gharbad the Weak“ Overview
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Starts At
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Gharbad the Weak
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 4
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Quest Specific Items
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-
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Reward
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Three magical items
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Description
This quest includes a series of interactions with the goat-demon Gharbad the Weak. Gharbad the Weak is located on dungeon level four. At first, he will beg for mercy, promising to make something special for the hero if his life is spared. When the hero returns after a while, Gharbad will give the hero a magic item as proof that Gharbad will keep his end of the bargain. Later, he will tell the hero that he is almost done creating the promised item. Finally, on the fourth visit, the goat-demon will attack. Defeating him will yield another magic item, and the completion of this quest.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Gharbad, First Encounter:
"Pleeeease, no hurt, no kill. Keep alive and next time good bring to you."
Gharbad, Upon Return:
"Something for you I am making. Again, not kill Gharbad, live and give good.
You take this as proof I keep word..."
Gharbad, Nearly Done:
"Nothing yet! Almost done.
Very powerful, very strong. Live! Live!
No pain and promise I keep!"
Gharbad, Finally:
"This too good for you. Very powerful! You want - you take!"
Character: (after killing Gharbad)
"I'm NOT impressed!"
Warrior, Rogue, Sorcerer
HALLS OF THE BLIND
„Halls of the Blind“ Overview
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Starts At
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Book of the Blind (located in lvl 7)
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 7
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Quest Specific Items
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-
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Reward
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“Optic Amulet” (Amulet +20% of Light Radius; +20% Resist Lightning; -1 Damage from Enemies; +5 to Magic)
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Description
This quest appears in the catacombs on dungeon level 7, and involves entering a room full of foes that can turn invisible. It is initiated by reading the Book of the Blind , found on level 7.
After reading the poem, the hero is able to enter a previously sealed room shaped like a figure eight and containing two smaller rooms. The room is filled with Illusion Weavers, which can turn invisible while moving about. They only become visible to attack. The quest is completed by retrieving the Optic Amulet, which is located inside one of the two smaller rooms.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Book of the blind)
“I can see what you see not. Vision milky then 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 into the Halls of the blind.”
Warrior, Rogue, Sorcerer
Deckard Cain:
"You recite an interesting rhyme written in a style that reminds me of other works. Let me think now - what was it?
...Darkness shrouds the Hidden. Eyes glowing unseen with only the sounds of razor claws briefly scraping to torment those poor souls who have been made sightless for all eternity. The prison for those so Damned is named the Halls of the Blind..."
Griswold:
"I am afraid that I have neither heard nor seen a place that matches your vivid description, my friend. Perhaps Cain the storyteller could be of some help."
Farnham:
"Look here... (chuckles) That's pretty funny, huh? Get it? Blind - look here? (laughs)"
Gillian:
"If you have questions about blindness, you should talk to Pepin. I know that he gave my grandmother a potion that helped clear her vision, so maybe he can help you, too."
Pepin:
"This does seem familiar, somehow. I seem to recall reading something very much like that poem while researching the history of demonic afflictions. It spoke of a place of great Evil that... Wait - you're not going there, are you?"
Ogden:
"I never much cared for poetry. Occasionally, I had cause to hire minstrels when the Inn was doing well, but that seems like such a long time ago now. What? Oh, yes... uh, well, I suppose you could see what someone else knows."
Wirt:
"Let's see, am I selling you something? No. Are you giving me money to tell you about this? No. Are you now leaving and going to talk to the storyteller who lives for this kind of thing? Yes."
Adria:
"This is a place of great anguish and terror, and so serves its master well. Tread carefully or you may yourself be staying much longer than you had anticipated."
LACHDANAN
„Lachdanan“ Overview
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Starts At
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Lachdanan
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 14 & D.lvl 15
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Quest Specific Items
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Golden Elixir
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Reward
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“Veil of Steel” (Great Helm AC 18; +50% Resist All; -20% Light Radius; +60% Armor; -30 Mana; +15 Strength; +15 Vitality)
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Description
Lachdanan is a quest that takes place on level fourteen, and begins when the player speaks to the Unique Blood Knight of the same name. He informs the player that he was once one of King Leoric's Royal Guard, but as Diablo corrupted the King, he cursed the knights who were not there to protect him to serve the Lord of Terror in darkness for eternity. All the Royal Guard turned into evil mockeries of their former selves, save one: Lachdanan, who, upon discovering that the others of his order had been corrupted by Diablo, was forced to defend himself against them, and ultimately slew Leoric, who cursed him to eternal damnation with his dying breath. Lachdanan then tells the player of an elixir that could free him from the mad king's curse, located on the fifteenth level of the dungeon (usually in a heavily-guarded pentagram).
Upon returning the elixir to Lachdanan, he thanks the player, who then receives a Unique Full Helm, the Veil of Steel, as Lachdanan disappears.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Lachdanan)
"Please, don't kill me, just hear me out. I was once Captain of King Leoric's knights, upholding the laws of this land with justice and honor. Then his dark curse fell upon us for the role we played in his tragic death. As my fellow knights succumbed to their twisted fate, I fled from the King's burial chamber, searching for some way to free myself from the curse. I failed...
I have heard of a Golden Elixir that could lift the curse and allow my soul to rest, but I have been unable to find it. My strength now wanes, and with it, the last of my humanity as well. Please aid me and find the Elixir. I will repay your efforts - I swear upon my honor."
Deckard Cain:
"You claim to have spoken with Lachdanan? He was a great hero during his life. Lachdanan was an honorable and just man who served his King faithfully for years. But of course, you already know that. Of those who were caught within the grasp of the King's curse, Lachdanan would be the least likely to submit to the Darkness without a fight, so I suppose that your story could be true. If I were in your place, my friend, I would find a way to release him from his torture."
Griswold:
"If it is actually Lachdanan that you have met, then I would advise that you aid him. I dealt with him on several occasions and found him to be honest and loyal in nature. The curse that fell upon the followers of King Leoric would fall especially hard upon him."
Pepin:
"A Golden Elixir, you say. I have never concocted a potion of that color before, so I can't tell you how it would effect you if you were to try to drink it. As your healer, I strongly advise that should you find such an Elixir, do as Lachdanan asks and do not try to use it."
Ogden:
"You speak of a brave warrior long dead! I'll have no such talk of speaking with departed souls in my inn yard, thank you very much."
Gillian:
"I've never heard of a Lachdanan before. I'm sorry, but I don't think that I can be of much help to you."
Farnham:
"Lachdanan is dead. Everybody knows that, and you can't fool me into thinking any other way. You can't talk to the dead. I know!"
Wirt:
"Wait, let me guess. Cain was swallowed up in a gigantic fissure that opened beneath him. He was incinerated in a ball of Hellfire, and can't answer your questions anymore. Oh, that isn't what happened? Then I guess you'll be buying something or you'll be on your way."
Adria:
"You may meet people who are trapped within the labyrinth, such as Lachdanan. I sense in him honor and great guilt. Aid him, and you aid all of Tristram."
Character:
"I need to get this to Lachdanan."
Warrior, Rogue, Sorcerer
Completion: (Lachdanan)
"You have saved my soul from Damnation, and for that I am in your debt. If there is ever a way that I can repay you from beyond the grave I will find it, but for now - take my Helm. On the journey I am about to take, I will have little use for it. May it protect you against the dark powers below. Go with the Light, my friend..."
MAGIC ROCK
„Magic Rock“ Overview
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Starts At
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Griswold
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 5
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Quest Specific Items
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Magic Rock
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Reward
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“Empyrean Band” (Ring +2 to all Attributes; +20% Light Radius; Fast Hit Recovery; Absorbs Half of Trap Damage)
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Description
This catacomb quest involves locating a Sky Rock. It is initiated by Griswold after visiting Dungeon Level 4. The Sky Rock itself is on a pedestal somewhere in Dungeon Level 5. Taking it to Griswold results in the completion of the quest, and beyond that, Griswold rewards the player with the Empyrean Band.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Griswold)
"Stay for a moment - I have a story you might find interesting. A caravan that was bound for the the Eastern Kingdoms passed through here some time ago. It was supposedly carrying a piece of the Heavens that had fallen to Earth! The caravan was ambushed by cloaked riders just north of here along the roadway. I searched the wreckage for this Sky Rock, but it was nowhere to be found. If you should find it, I believe that I can fashion something useful from it."
Deckard Cain:
"Griswold speaks of the Heaven Stone that was destined for the enclave located in the East. It was being taken there for further study. This stone glowed with an Energy that somehow granted vision beyond that which a normal man could possess. I do not know what secrets it holds, my friend, but finding this stone would certainly prove most valuable."
Ogden:
"The caravan stopped here to take on some supplies for their journey to the East. I sold them quite an array of fresh fruits and some excellent sweetbreads that Garda has just finished baking. Shame what happened to them..."
Gillian:
"Well, a caravan of some very important people did stop here, but that was quite a while ago. They had strange accents and were starting on a long journey, as I recall. I don't see how you could hope to find anything that they would have been carrying."
Pepin:
"I don't know what it is that they thought they could see with that rock, but I will say this. If rocks are falling from the Sky, you had better be careful!"
Wirt:
"If anyone can make something out of that rock, Griswold can. He knows what he is doing, and as much as I try to steal his customers, I respect the quality of his work."
Farnham:
"I used to have a nice ring; it was a really expensive one, with blue and green and red and silver. Don't remember what happened to it, though. I really miss that ring..."
Adria:
"The Heaven Stone is very powerful, and were it any but Griswold who bid you find it, I would prevent it. He will harness its powers and its use will be for the good of us all."
Griswold:
"I am still waiting for you to bring me that Stone from the Heavens. I know that I can make something powerful out of it."
Character:
"This must be what Griswold wanted."
Warrior, Rogue, Sorcerer
Completion: (Griswold)
"Let me see that - aye... Aye, it is as I believed. Give me a moment.
Ah, here, you are. I arranged pieces of the Stone within a silver ring that my father left me. I hope it serves you well."
OGDEN’S SIGN
„Ogden’s Sign“ Overview
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Starts At
|
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 14
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Quest Specific Items
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Tavern Sign
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Reward
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“Harlequin Crest” (Cap AC -3; +2 all Attributes; -1 Damage from Enemies; +7 Hitpoints;+7 Mana)
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Description
This quest involves a signpost which has been stolen from Ogden the tavern owner. If this quest is available, it will be impossible to enter the Catacombs until it has been completed. It is initiated by speaking to anytime after entering the third floor of the dungeon. The Signpost itself is on level four, near the stairs, guarded by several Overlords. However, it is in a locked chest, and Snotspill, a leader of the Dark Ones, has the key. He will give it to the hero but will insist that the sign be returned to him. Retrieving the sign and returning it to will complete the quest and the hero will be rewarded with the Harlequin Crest. However, when the hero again approaches Snotspill, he will trigger an ambush of many Dark Ones as well as Snotspill himself. The hero can also give the sign to Snotspill instead of taking it back to , but Snotspill will still attack and you can no longer get the Harlequin Crest from . Behind Snotspill's room is the stairwell to the Catacombs.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation:
"Master, I have a strange experience to relate. I know that you have a great knowledge of those monstrosities that inhabit the Labyrinth, and this is something that I cannot understand for the very life of me... I was awakened during the night by a scraping sound just outside of my Tavern. When I looked out from my bedroom, I saw the shapes of small Demon-like creatures in the inn yard. After a short time, they ran off, but not before stealing the sign to my Inn. I don't know why the demons would steal my sign but leave my family in peace... 'This strange, no?"
Deckard Cain:
"I see that this strange behaviour puzzles you as well. I would surmise that since many Demons fear the Light of the Sun and believe that it holds great power, it may be that the Rising Sun depicted on the sign you speak of has led them to believe that it too holds some arcane powers. Hmm, perhaps they are not all as smart as we had feared..."
Pepin:
"My goodness, Demons running about the village at night, pillaging our homes - is nothing sacred? I hope that Ogden and Garda are all right. I suppose that they would come to see me if they were hurt..."
Griswold:
"Demons stole Ogden's Sign, you say? That doesn't sound much like the atrocities I've heard of - or seen. Demons are concerned with ripping out your heart, not your signpost."
Gillian:
"Oh, my! Is that where the sign went? My grandmother and I must have slept right through the whole thing. Thank the Light that those monsters didn't attack the Inn."
Wirt:
"What - is he saying I took that? I suppose that Griswold is on his side, too.
Look, I got over simple sign stealing months ago. You can't turn a profit on a piece of wood."
Farnham:
"You know what I think? Somebody took that sign, and they gonna want lots of money for it. If I was Ogden... and I'm not, but if I was... I'd just buy a new sign with some pretty drawing on it. Maybe a nice mug of ale or a piece of cheese..."
Adria:
"No Mortal can truly understand the mind of the Demon.
Never let their erratic actions confuse you, as that too may be their plan."
Snotspill, First Encounter:
"Hey - you that one that kill all! You get me magic banner or we attack! You no leave with Life! You kill big uglies and give back magic. Go past corner and door. Find uglies. You give, you go!"
Snotspill, Early Return:
"You kill uglies, get banner. You bring to me, or else..."
Snotspill, Return:
"You give! Yes, good! Go now, we strong! We kill all with big magic! (laughs)"
Completion:
"Oh, you didn't have to bring back my sign, but I suppose that it does save me the expense of having another one made. Well, let me see. What could I give you as a fee for finding it? Hmmm. What have we here... Ah, yes! This cap was left in one of the rooms by a magician who stayed here some time ago. Perhaps it may be of some value to you."
POISONED WATER SUPPLY
„Poisoned Water Supply“ Overview
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Starts At
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Pepin
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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A Dark Passage (extra level; entrance in D.lvl 2)
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Quest Specific Items
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-
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Reward
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“Ring of Truth”(Ring +10 Hitpoints; -1 Damage from Enemies; +10% Resist All)
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Description
This quest involves the cleansing of Tristram's tainted water source. All Diablo games contain either this quest or the Skeleton King quest. At the beginning of the game, if the fountain in the center of the town of is full of yellow-colored water, this quest is present in the game. It is initiated by speaking to Pepin after entering the dungeon for the first time. Completion of this quest will grant the player the Ring of Truth. The tainted water source is located in a sublevel which originates from the second floor of the dungeon. The entrance appears as an opening in the wall, and there are several candles nearby. Inside, there is more of the yellow-colored water. Once all enemies within the sublevel are defeated, the water changes back to normal, indicating the completion of this quest.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Pepin)
"I'm glad I caught up to you in time! Our wells have become brackish and stagnant and some of the townspeople have become ill from drinking them. Our reserves of fresh water are quickly running dry. I believe that there is a passage that leads to the springs that serve our town. Please find what has caused this calamity, or we all will surely perish."
Deckard Cain:
"Hmm, I don't know what I can really tell you about this that will be of any help. The water that fills our wells comes from an underground spring. I have heard of a tunnel that leads to a great lake - perhaps they are one and the same. Unfortunately, I do not know what would cause our water supply to be tainted."
Gillian:
"My grandmother is very weak, and Garda says that we cannot drink the water from the wells. Please, can you do something to help us?"
Ogden:
"I have always tried to keep a large supply of foodstuffs and drink in our storage cellar, but with the entire town having no source of fresh water, even our stores will soon run dry. Please, do what you can or I don't know what we will do."
Griswold:
"Pepin has told you the truth. We will need fresh water badly, and soon. I have tried to clear one of the smaller wells, but it reeks of stagnant filth. It must be getting clogged at the source."
Wirt:
"For once, I'm with you. My business runs dry - so to speak - if I have no market to sell to. You better find out what is going on, and soon!"
Farnham:
"(scoffs) You drink water?"
Adria:
"The people of Tristram will die if you cannot restore fresh water to their wells.
Know this - Demons are at the heart of this matter, but they remain ignorant of what they have spawned."
Pepin:
"Please, you must hurry. Every hour that passes brings us closer to having no water to drink. We cannot survive for long without your help."
Completion: (Pepin)
"What's that you say - the mere presence of the Demons had caused the water to become tainted? Oh, truly a great Evil lurks beneath our town, but your perseverance and courage gives us hope. Please take this ring - perhaps it will aid you in the destruction of such vile creatures."
SKELETON KING
„SKELETON KING“ Overview
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Starts At
|
|
Also existent in Multiplayer?
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Yes
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Involves Dungeon Level(s)
|
SP: Skeleton King's Lair (extra level; entrance in D.lvl 3)
MP: D.lvl 3
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Quest Specific Items
|
-
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Reward
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SP: “The Undead Crown” (Crown AC8; 5% Life Stealing)
MP: Random magic item
|
Description
Single-Player
The Skeleton King quest is initiated by speaking to , the Tavern Owner after the hero has entered the second floor of the dungeon.
recounts the story of Leoric's madness and his fatal confrontation with Lachdanan and the other knights and priests, before asking that Leoric's soul be put at ease. Leoric, now the Skeleton King, can be found in his tomb, whose entrance is located on Dungeon level 3. He is surrounded by undead, mostly skeletons. By defeating him, the hero completes the quest, earning The Undead Crown, and an extra message from .
Multi-Player
This Diablo Quest is one of the four Diablo Quests that appears in Multiplayer mode. Instead of a separate mini-level, Leoric appears on dungeon level 3, usually surrounded by several undead. He will not drop his Undead Crown, but will instead drop a random magic item.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Ogden)
"The village needs your help, Good Master! Some months ago King Leoric's son, Prince Albrecht, was kidnapped. The King went into a rage and scoured the village for his missing child. With each passing day, Leoric seemed to slip deeper into madness. He sought to blame innocent townsfolk for the boy's disappearance and had them brutally executed. Less than half of us survived his insanity...
The King's knights and priests tried to placate him, but he turned against them and sadly, they were forced to kill him. With his dying breath the King called down a terrible curse upon his former followers. He vowed that they would serve him in darkness forever...
This is where things take an even darker twist than I thought possible! Our former King has risen from his eternal sleep and now commands a legion of Undead Minions within the labyrinth. His body was buried in a tomb three levels beneath the Cathedral. Please, good Master, put his soul at ease by destroying his now cursed form..."
Deckard Cain:
"Ahh, the story of our King, is it? The tragic fall of Leoric was a harsh blow to this land. The people always loved the King, and now they live in mortal fear of him. The question that I keep asking myself is how he could have fallen so far from the Light, as Leoric had always been the holiest of men. Only the vilest powers of Hell could so utterly destroy a man from within..."
Griswold:
"I made many of the weapons and most of the armor that King Leoric used to outfit his knights. I even crafted a huge two-handed sword of the finest mithril for him, as well as a field crown to match. I still cannot believe how he died. But it must have been some sinister force that drove him insane!"
Adria:
"The dead who walk among the living follow the cursed King. He holds the power to raise yet more warriors for an ever-growing army of the Undead. If you do not stop his reign, he will surely march across this land and slay all who still live here."
Pepin:
"The loss of his son was too much for King Leoric. I did what I could to ease his madness, but in the end it overcame him. A black curse has hung over this kingdom from that day forward, but perhaps if you were to free his spirit from his Earthly prison, the curse would be lifted..."
Wirt:
"Look, I'm running a business here. I DON'T sell information, and I DON'T care about some King that's been dead longer than I've been alive. If you need something to use against this King of the Undead, then I can help you out..."
Gillian:
"I don't like to think about how the King died. I like to remember him for the kind and just ruler that he was. His death was so sad and seemed very wrong, somehow."
Farnham:
"I don't care about that. Listen, no skeleton is gonna be MY king. Leoric is King. King, so you hear me? HAIL TO THE KING!"
Ogden:
"As I told you, Good Master, the King was entombed three levels below. He's down there, waiting in the putrid darkness for his chance to destroy this land..."
King Leoric:
“The warmth of life has entered my tomb... prepare yourself mortal... to serve my Master for eternity. Hahaha!”
Character:
"Rest well, Leoric. I'll find your son."
Warrior, Rogue, Sorcerer
Completion: (Odgen)
"The curse of our King has passed, but I fear that it was only part of a greater Evil at work. However, we may yet be saved from the Darkness that consumes our land, for your victory is a good omen. May Light guide you on your way, Good Master."
THE BUTCHER
„The Butcher“ Overview
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Starts At
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Wounded Townsman
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Also existent in Multiplayer?
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Yes
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Involves Dungeon Level(s)
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SP: Skeleton King's Lair (extra level; entrance in D.lvl 3)
MP: D.lvl 3
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Quest Specific Items
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-
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Reward
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SP: “The Butcher’s Cleaver” (Cleaver 4-24; +10 to Strength; Unusual Item Damage; Altered Durability)
MP: Random magic item
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Description
Single-Player
This first quest in Diablo involves killing a blood-crazed Overlord known as The Butcher. It is initiated by speaking to a Wounded Townsman at the entrance to the Cathedral. The townsman will inform the hero about the Butcher's attack on the search party led by Archbishop Lazarus. The Butcher himself resides in a small, corpse-filled room within the second level of the dungeon. As soon as his door is opened, the Butcher will utter his famous line, "Ah, fresh meat!" and attack, wielding his namesake weapon: the Butcher's Cleaver. Upon his defeat, the quest is complete and the hero is free to claim the Butcher's Cleaver, a Unique Cleaver, as his or her prize.
Multi-Player
This is one of the four main quests in Diablo that appear in the game's Multiplayer mode. It is presented in the same manner as in Single Player, but the Butcher will not drop his cleaver, instead dropping a random magic item.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Wounded Townsman)
"Please, listen to me. The Archbishop Lazarus, he lead us down here to find the lost prince. The bastard lead us into a trap! Now everyone is dead... Killed by a Demon he called the Butcher. Avenge us! Find this Butcher and slay him, so that our souls may finally rest..."
Deckard Cain:
"It seems that the Archbishop Lazarus goaded many of the townsmen into venturing into the Labyrinth to find the King's missing son. He played upon their fears and whipped them into a frenzied mob. None of them were prepared for what lay beneath the Cold Earth...Lazarus abandoned them down there - left in the clutches of unspeakable horrors - to die."
Wirt:
"I know more than you'd think about that grisly fiend. His little friends got a hold of me and managed to get my leg before Griswold pulled me out of that hole.
I'll put it bluntly - kill him before he kills you and adds your corpse to his collection."
Pepin:
"By the Light, I know of this vile Demon. There were many that bore the scars of his wrath upon their bodies when the few survivors of the charge led by Lazarus crawled from the Cathedral. I don't know what he used to slice open his victims, but it could not have been of this world. It left wounds festering with disease and even I found them almost impossible to treat. Beware if you plan to battle this fiend..."
Gillian:
"When Farnham said something about a Butcher killing people, I immediately discounted it. But since you brought it up, maybe it is true."
Ogden:
"Yes, Farnham has mumbled something about a hulking brute who wielded a fierce weapon. I believe he called him a Butcher."
Griswold:
"I saw what Farnham calls the Butcher as it swathed a path through the bodies of my friends. He swung a cleaver as large as an axe, hewing limbs and cutting down brave men where they stood. I was separated from the fray by a host of small screeching demons and somehow found the stairway leading out. I never saw that hideous beast again, but his blood-stained visage haunts me to this day."
Farnham:
"Big! Big cleaver killing all my friends. Couldn't stop him, had to run away, couldn't save them. Trapped in a room with so many bodies...so many friends...noooooooooo!"
Adria:
"The Butcher is a sadistic creature that delights in the torture and pain of others. You have seen his handiwork in the Drunkard Farnham. His destruction will do much to ensure the safety of this village."
The Butcher:
“HARRR Fresh Meat!”
Character:
"The spirits of the dead are now avenged!"
Warrior, Rogue, Sorcerer
VALOR
„Valor“ Overview
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Starts At
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Book of Blood (located in Level 5)
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 5
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Quest Specific Items
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Three Blood Stones
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Reward
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“Arkaine’s Valor” (Ring Mail AC 25; +10 to Vitality; -3 Damage from enemies; Fastest hit recovery)
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Description
This quest appears in the Catacombs, on Dungeon level five. It centers around an ancient piece of armor known as Valor, previously worn by the hero Arkaine. The quest begins with a book located in a small room. The Book reads:
"...And so, locked beyond the Gateway of Blood and past the Hall of Fire, Valor awaits for the Hero of Light to awaken..."
Upon reading the book, a passage opens leading to the Pedestal of Blood and a nearby Blood Stone. Each time a Blood Stone is placed on the pedestal, another passage opens outside, leading into a room with some monsters and another Blood Stone. When all three Blood Stones are placed on the Pedestal of Blood, another passage opens, at the end of which lies the legendary armor.
Collecting Arkaine’s Valor completes the quest.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Book of Blood)
...and so, locked beyond the gateway of blood and past the hell of fire, Valor awaits for the hero of light to awaken...
Warrior, Rogue, Sorcerer
Deckard Cain:
"The Gateway of Blood and the Halls of Fire are landmarks of mystic origin. Wherever this book you read from resides, it is surely a place of great power.
Legends speak of a pedestal that is carved from obsidian stone and has a pool of boiling blood atop its bone-encrusted surface. There are also allusions to stones of blood that will open a door that guards an ancient treasure... The nature of this treasure is shrouded in speculation, my friend, but it is said that the ancient hero Arkaine placed the holy armor Valor in a secret vault. Arkaine was the first mortal to turn the tide of the Sin War and chase the Legions of Darkness back to the Burning Hells.
Just before Arkaine died, his armor was hidden away in a secret vault. It is said that when this holy armor is again needed, a hero will arise to don Valor once more. Perhaps you are that hero..."
Griswold:
"The armor known as Valor could be what tips the scales in your favor. I will tell you that many have looked for it - including myself. Arkaine hid it well, my friend, and it will take more than a bit of luck to unlock the secrets that have kept it concealed oh, lo these many years."
Ogden:
"Every child hears the story of Arkaine and his mystic armor known as Valor. If you could find its resting place, you would be well-protected against the Evil in the Labyrinth."
Farnham:
(snoring, mumbling)
Pepin:
"Hmm... It sounds like something I should remember, but I've been so busy learning new cures and creating better elixirs that I must have forgotten. Sorry..."
Gillian:
"The story of the magic armor called Valor is something I often heard the boys talk about. You had better ask one of the men in the village."
Wirt:
"You intend to find the armor known as Valor?
No one has ever figured out where Arkaine stashed the stuff, and if my contacts couldn't find it, I seriously doubt you ever will, either."
Adria:
"Should you find these stones of blood, use them carefully. They way is fraught with danger and your only hope rests within your self-trust."
Character:
"May the spirit of Arkaine protect me."
Warrior, Rogue, Sorcerer
WARLORD OF BLOOD
„Warlod of Blood“ Overview
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Starts At
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Steel Tome (located in Level 13)
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 13
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Quest Specific Items
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-
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Reward
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Access to level 14; several random items
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Description
This hell quest involves a fierce battle with a legendary warrior who has become the guardian of the armories of hell. If this quest is available, the hero will be virtually unable to proceed any further until it is completed.
The quest occurs on the thirteenth dungeon level, and is initiated by reading the Steel Tome. The Warlord of Blood himself is guarding the stairs which lead to dungeon level fourteen. He is guarded by several Steel Lords, and is himself of the Knight enemy variety.
Defeating him completes the quest and makes it much easier to access the rare (and possibly unique) items in the room with the stairs. In addition, passage to level fourteen becomes much easier.
The Warlord of Blood is immune to Fire, Lightning and most magic including Bone Spirit, Blood Star and Flash. He is especially difficult for Sorcerers. Sorcerers with Stone Curse can kill him slowly with melee attacks. It's easiest and often best for sorcerers to simply not fight him, loot the room and descend the stairs.
Other characters can fight him normally.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Initiation: (Steel Tome)
"The armories of Hell are home to the Warlord of Blood. In his wake lay the mutilated bodies of thousands. Angels and Man alike have been cut down to fulfil his endless sacrifices to the Dark Ones who scream for one thing - blood."
Warrior, Rogue, Sorcerer
Deckard Cain:
"I know of only one legend that speaks of such a warrior as you describe. His story is found within the ancient chronicles of the Sin War...
Stained by a thousand years of war, blood and death, the Warlord of Blood stands upon a mountain of his tattered victims. His dark blade screams a black curse to the living; a tortured invitation to any who would stand before this Executioner of Hell. It is also written that although he was once a mortal who fought beside the Legion of Darkness during the Sin War, he lost his humanity to his insatiable hunger for blood."
Griswold:
"Dark and wicked legends surrounds the one Warlord of Blood. Be well prepared, my friend, for he shows no mercy or quarter."
Ogden:
"I am afraid that I haven't heard anything about such a vicious warrior, Good Master. I hope that you do not have to fight him, for he sounds extremely dangerous."
Gillian:
"If you are to battle such a fierce opponent, may Light be your guide and your defender. I will keep you in my thoughts."
Pepin:
"Cain would be able to tell you much more about something like this than I would ever wish to know."
Farnham:
"Always you gotta talk about blood? What about flowers, and sunshine, and that pretty girl that brings the drinks. Listen here, friend - you're obsessive, you know that?"
Wirt:
"I haven't ever dealt with this Warlord you speak of, but he sounds like he's going through a lot of swords. Wouldn't mind supplying his armies..."
Adria:
"His prowess with the blade is awesome, and he has lived for thousands of years knowing only warfare. I am sorry... I can not see if you will defeat him."
Warlord of Blood:
“My blade sings for your blood mortal, and by my dark masters it shall not be denied!”
Character:
"Your reign of pain has ended!"
Warrior, Rogue, Sorcerer
ZHAR THE MAD
„Zhar the Mad“ Overview
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Starts At
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Zhar the mad
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Also existent in Multiplayer?
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No
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Involves Dungeon Level(s)
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D.lvl 8
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Quest Specific Items
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-
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Reward
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Two random spellbooks
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Description
This quest involves an irritable mage who has secluded himself on level 8. The mage, Zhar the Mad, will himself initiate the quest when approached. He is found in a magic library containing several scrolls as well as a bookcase. He will give the hero a spellbook and tell him to leave. Attempting to take the book on the bookcase will infuriate Zhar, and he will attack. Since he is of the Counselor enemy type, he teleports around the room, shooting firebolts at the hero. He may also use the spell, Flash. Defeating him completes the quest.
Screenshots
(Note: click to enlarge)
NPC Quotes
(Note: click on any quote to listen to it)
Zhar, First Encounter:
"What?! Why are you here? All these interruptions are enough to make one insane. Here, take this and leave me to my work. Trouble me no more!"
Zhar, After Bookcase:
"Arrrrgh! Your curiosity will be the death of you!!! (laughs)"
Character:
"I'm sorry, did I break your concentration?"
Warrior, Rogue, Sorcerer