Diablo 1 walkthrough. Diablo: Hellfire Walkthrough. Rings and amulets

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 Theodore, and she begs you to return him 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 made 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 director of the earthquake 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.

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. The inhabitants of the city followed the archbishop into the dungeons under the 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 weaknesses and, most often, the way they fight monsters is different for each of them. 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 - the degree of resistance to purely magical effects (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 who strikes with both his left and right hands. 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 a strange sound, they deliver 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 the hero’s magical power 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 to 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 a magic stone - a 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 the level of all your magic by one.
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!

If you are having problems with Walkthrough of the game Diablo, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. Diablo. In the most difficult places we add pictures that can help you. Diablo Walkthrough read on our website.

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 alone there, find out his backstory, and then kill him. For winning 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 the higher demon and failed. 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 began 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 those

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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. The inhabitants of the city followed the archbishop into the dungeons under the 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 control

To begin with, you will be asked to choose the character you will play and the difficulty level. The creators are here Hellfire made a very nice 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.

Left The following buttons are located:

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 right The following buttons are located:

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 – turns on the window for calling messages;

Spacebar – 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 object 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 weaknesses and, most often, the way they fight monsters is different for each of them. 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 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 singer (more precisely, 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) - force. Determines the power of blows inflicted by the hero and the ability to use this or that weapon, as well as armor.

Vitality - vital force. Determines the hero's health.

Extra options

Life – quantitative expression of health in units. Zero means the death of the hero.

Mana - 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 striking the 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 – the degree of resistance to purely magical influences (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 headman. Has the ability to identify objects. Give him 100 coins and he will tell you everything about the item. Familiar with the dungeon.

Farnham - local idle talker. Only a good knowledge of the language will help you catch something useful for you from his incoherent speech.

Gillian (Gillian) - cute 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 is 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 - innkeeper. This is where your acquaintance with the residents of the city will begin.

Pepin (Pepin) - local doctor. He treats for free, but sells elixirs.

Wirt - 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 who strikes with both his left and right hands. 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

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 a strange sound, they deliver 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.

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Objects

Chests

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 the hero’s magical power 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 – one-piece forged bib. 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 - big 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 - compound bow. Damage power – 3-6, durability – 45, requirements – 25 STR, 40 DEX.

Hunters Bow - Hunter bow. Damage power – 2-5, durability – 40, requirements – 20 STR, 35 DEX.

Long Battle Bow - large combat bow. Damage power – 1-10, durability – 50, requirements – 30 STR, 60 DEX.

Long Bow - large onion. Damage power – 1-6, durability – 35, requirements – 25 STR, 30 DEX.

Short Battle Bow - 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 - 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 - compound staff. Damage power – 5-10, durability – 45.

Long Staff - long staff. Damage power – 4-8, durability – 35.

Quarter Staff - marching 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 - big axe. Damage power – 6-16, durability – 40, requirements – 30 STR.

Hats

Cap - a cap. 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

Great Rune of Fire – when stepped on, she bursts out with Immolation magic. Requires 42 units of magical power.

Greater Rune of Lightning – bursts out 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 forms at the trap site, which lasts for some time.

Rune of Stone - Anyone who steps on it will immediately turn to stone.

Oils

Blacksmith oil – increases the durability of the item by 25%.

Oil of Accuracy – increases the destructive power of weapons by 1%.

Oil of Mastery – increases the destructive power of weapons by 7-10%.

Oil of Sharpness – increases the destructive power of the weapon by one.

Oil of Skill – reduces the requirements necessary to use items.

Drinks (elixirs)

Elixir Of Blooms – 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) – restore mana. Cylindrical - partially, spherical - completely.

Potion Of Rejuvenation (gold) – restore 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.

THIRD PAGE

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 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 - flying spirit. Attacks the enemy and takes away a third of his life. The spell can be useful against very strong opponents.

Blood Star – a very useful spell for fighting witches and any living

1 2 3 All


The Forces of Darkness are trying to lay their vile paw on our world. Everything around is withering away, brother raised his hand against brother, and blood flows like a river. You, and only you, can stop the onslaught of Darkness by destroying the Devil in his lair.
Challengers. Only three are capable of daring to go against the Devil. Choose your hero and get to work!

WARRIOR (FIGHTER).


If you prefer bloody battles using White Weapons (knights' weapons - swords, clubs, axes), choose the Warrior. He is powerful and his hand is strong, not one of the creatures of hell can withstand a fair fight with him. He must beware of being surrounded - after all, even the strongest of warriors die under many blows inflicted from all sides.

THIEF.

This cunning lady is clearly the best choice for a beginner. Her skill with a bow allows her to hit enemies from a distance without waiting for the enemy to get closer and use his weapon.

WIZARD (MAGE).

At the beginning of the journey, the Wizard is not particularly strong in battles with underground monsters and, moreover, is easily defeated in close combat. However, if he manages to survive long enough, his power will increase significantly and his magical attacks will have a terrifying effect.

COMBAT TACTICS.


To get to the Devil himself and ultimately destroy him, you must first defeat numerous minions. In turn, this will require developing the correct battle tactics. Below are a number of tactical tricks that can greatly facilitate this task and avoid major troubles in battle.

From door to door.

If your choice falls on the Warrior, you will often have to solve the problem: how to deal with a crowd of enemies with the help of a sword and not be torn to pieces. In this case, the following is recommended: find some doorway and take a defensive position in it. This will allow you to destroy enemies one by one.

Marksmanship.


Choose a suitable small weapon for yourself, and if you notice an enemy somewhere behind bars, shoot him, taking advantage of the fact that he will not be able to get closer to you.

Some subtleties of magic.


Some of the enemy creatures have increased resistance to magic. Typically their resistance rate is 75%. This means that the damage the spell inflicts on such a creature will be only a quarter of what it would be. You should use your mana wisely!

Equipment.


Always check whether your hero uses the things at his disposal effectively enough. If you managed to get your hands on a magic book, read it as soon as possible and make room for new inventory.

Rescue Door.


If the hero is badly wounded or has run out of mana, or if his weapon has been damaged in battles with the hordes of Darkness, use the Portal scroll and return to the village. There he will have the opportunity to improve his affairs.

ENEMIES.


Undead.

Already at the first stage of completing your task, you will meet the undead. These include those unfortunate creatures whom the Devil's magic raised from the dead. However, they pose a serious threat to the adventurer.

ZOMBIE.


Loss: 2-5
Protection class: 5
Longevity: 4-7
Resistance: No
Immunity: Magic
Found at levels: 1-2

GHOUL.


Loss: 3-10
Protection class: 10
Durability: 7-11
Resistance: No
Immunity: Magic
Found at levels: 2-3

ROTTING CARCASS.


Loss: 5-15
Protection class: 15
Durability: 7-12
Resistance: No
Immunity: Magic
Found at levels: 2-4

BLACK DEATH.


Lost: 6-22
Protection class: 18
Longevity: 12-20
Resistance: No
Immunity: Magic
Found at levels: 3-5

SKELETON AXEMAN.


Loss: 1-4
Protection class: O
Durability: 1-2
Resistance: No
Immunity: Magic
Found at levels: 1-2

SKELETON ARCHER.


Loss: 1-2
Protection class: O
Longevity: 2-4
Resistance: No
Immunity: Magic
Found at levels: 2-3

SKELETON CAPTAIN.


Loss: 2-7
Protection class: 10
Longevity: 3-6
Resistance: No
Immunity: Magic
Found at levels: 1-2

CORPSE WARRIOR (CORPSE AXEMAN).


Loss: 3-5
Protection class: O
Longevity: 4-7
Resistance: No
Immunity: Magic
Found at levels: 1-3

CORPSE ARCHER.


Loss: 1-4
Protection class: O
Longevity: 4-8
Resistance: No
Immunity: Magic
Found at levels: 1-3

CORPSE CAPTAIN.


Lost: 3-9
Protection class: 5
Durability: 15
Resistance: No
Immunity: Magic
Found at levels: 2-4

BURNING DEAD AXEMAN.


Loss: 3-7
Protection class: 5
Longevity: 4-6
Resistance: Fire
Immunity: Magic
Found at levels: 2-4

BURNING DEAD ARCHER.


Loss: 1-6
Protection class: 5
Longevity: 5-12
Resistance: Fire
Immunity: Magic
Found at levels: 3-5

CAPTAIN OF THE BURNING DEAD CAPTAIN


Loss: 4-10
Protection class: 15
Longevity: 8-15
Resistance: Fire
Immunity: Magic
Found at levels: 2-4

HORROR AXEMAN.


Loss: 4-9
Protection class: 15
Longevity: 6-10
Resistance: Lightning
Immunity: Magic
Found at levels: 3-5

HORROR ARCHER.


Lost: 2-9
Protection class: 15
Durability: 7-22
Resistance: Lightning
Immunity: Magic
Found at levels: 4-6

CAPTAIN HORROR (HORROR CAPTAIN).


Lost: 5-14
Protection class: 28
Longevity: 17-25
Resistance: Lightning
Immunity: Magic
Found at levels: 3-6

Forces of Darkness.
Demon Spawn
Spawn).

These fallen ones are creatures of the Devil's dreams. His thoughts were clothed with flesh for the sole purpose of killing!

FALLEN ONE SPEARMAN.


Loss: 1-3
Protection class: 0
Durability: 1-2
Resistance: No
Immunity: No
Found at levels: 1-2

FALLEN ONE SWORDSMAN.


Loss: 1-4
Protection class: 10
Durability: 1-2
Resistance: No
Immunity: No
Found at levels: 1-2

EXECUTIONER-SPEARMAN (CARVER SPEARMAN).


Loss: 2-5
Protection class: 5
Longevity: 4-8
Resistance: No
Immunity: No
Found at levels: 2-3

EXECUTIONER-SWORDSMAN (CARVER SWORDSMAN).


Loss: 2-8
Protection class: 13
Longevity: 3-5
Found at levels: 2-3

IMP - SPEARMAN (DEVIL KIN SPEARMAN).


Loss: 3-7
Protection class: 10
Wash capacity: 6-12
Resistance: No
Immunity: No
Found at levels: 2-4

IMP-SWORDSMAN (DEVIL KIN SWORDSMAN).


Loss: 4-10
Protection class: 18
Longevity: 8-10
Resistance: No
Immunity: No
Found at levels: 2-4

DARK - SPEARMAN (DARK ONE SPEARMAN).


Loss: 4-7
Protection class: 4-7
Longevity: 10-18
Resistance: No
Immunity: No
Found at levels: 3-5

DARK - SWORDSMAN (DARK ONE SWORDSMAN).


Loss: 4-10
Protection class: 25
Longevity: 12-17
Resistance: No
Immunity: No
Found at levels: 3-5


Scavengers.

These little rascals scurry around the monastery with amazing speed and deftly dodge blows. If we manage to finish off one of them, there is a chance of finding something worthwhile in his remains.

SCAVENGER


Loss: 1-5
Protection class: 14
Durability: 1-4
Resistance: No
Immunity: No
Found at levels: 1-2

PLAGUE CARRING (PLAQUE EATER).


Loss: 1-8
Protection class: 18
Longevity: 6-12
Resistance: No
Immunity: No
Found at levels: 2-3

SHADOW BEAST.


Lost: 3-12
Protection class: 24
Longevity: 12-18
Resistance: No
Immunity: No
Found at levels: 2-4

BONE GNASHER.


Loss: 5-15
Protection class: 28
Longevity: 14-20
Resistance: No
Immunity: No
Found at levels: 3-5

Spitters (Phlegm Beasts).


These creatures are so called because of their tendency to spit poison. It is not safe to deal with them, since each of their spits can cause significant damage.

ACID SPITTER.


Loss: 5-11
Protection class: 27
Longevity: 18-35
Resistance: Lightning
Immunity: Magic
Found at levels: 5-7

POISON SPITTER.


Lost: 5-16
Protection class: 29
Longevity: 31-45
Resistance: No
Immunity: No
Found at levels: 7-9

HELL BEAST (PIT BEAST).


Lost: 10-28
Protection class: 35
Longevity: 40-57
Resistance: No
Immunity: Magic

LAVA MAW.


Lost: 12-20
Protection class: 35
Longevity: 103-146
Resistance: Magic
Immunity: Fire
Found at levels: 11-14

Bats.


These flying beasts attack suddenly and quickly and fly away just as quickly, so it is not easy to strike back at them. They can be shot fairly easily with a bow, but beware if you encounter a crowd of these bastards.

FIEND.


Loss: 1-5
Protection class: 9
Longevity: 3-5
Resistance: No
Immunity: No
Found at levels: 2-3

SHLINKING BLOODSUCKER (BLINK WAT).
Loss: 2-8
Protection class: 15
Longevity: 7-14
Resistance: No
Immunity: No
Found at levels: 3-5

SHADOW (GLOOM).


Loss: 5-11
Protection class: 34
Longevity: 17-18
Resistance: No Immunity: No
Found at levels: 4-6

FRIEND (FAMILIAR).


Loss: 5-15
Protection class: 33
Longevity: 22-35
Resistance: Lightning
Immunity: Magic
Found at levels: 6-8

Fire Demons.


Truly, the phrase “Light a fire in me” applies to these guys! Use arrows and lightning to weaken them, and then you can fight.

MAGMA DEMON (MAGMA DEMON).


Loss: 2-8
Protection class: 42
Longevity: 50-70
Resistance: No
Immunity: Magic, Fire
Found at levels: 7-9

BLOOD STONE.


Lost: 2-12
Protection class: 45
Longevity: 55-75
Resistance: No
Immunity: Magic, Fire

HELL STONE.


Lost: 2-15
Protection class: 45
Longevity: 30-40
Resistance: No
Immunity: Magic, Fire
Found at levels: 9-11

LAVA LORD.


Lost: 4-24
Protection class: 60
Longevity: 35-47
Resistance: No
Immunity: Magic, Fire

Large Demons.


Your attacks will easily reach their target due to the enormous size of these creatures; in general, Greater Demons are similar to Devil Spawn, but their durability is much higher.

OVER LORD.


Lost: 6-12
Protection class: 55
Wash capacity: 30-40
Resistance: No
Immunity: No
Found at levels: 4-6

MUD MAN.


Lost: 8-16
Protection class: 55
Durability: 50- 62
Resistance: No
Immunity: No
Found at levels: 6-8

TOAD DEMON.


Lost: 8-16
Protection class: 60
Durability: 67-80
Resistance: No
Immunity: Magic
Found at levels: 8-10

FLAYED ONE.


Loss: 10-20
Protection class: 70
Durability: 80-100
Resistance: Magic
Immunity: Fire
Found at levels: 10-12

Translucent Demons.


Using invisibility, these demons can deliver a fatal blow out of nowhere.

HIDDEN.


Lost 3-6
Protection class: 23
Durability: 5-11
Resistance: No
Immunity: No
Found at levels: 2-4

Sneaking (STALKER).


Lost 4-16
Protection class: 25
Longevity: 15-22
Resistance: No
Immunity: No
Found at levels: 4-6

UNSEEN.


Lost 12-20
Protection class: 30
Longevity: 17-25
Resistance: Magic
Immunity: No
Found at levels: 5-7

ILLUSIONIST (ILLUSION WEAVER).


Lost 16-24
Protection class: 30
Longevity: 40-60
Immunity: No
Found at levels: 7-9

Demons.


Demons have a high defense class, and they are also immune to many types of magical attacks and therefore are very serious opponents. Make sure your abilities are sufficiently developed before fighting these monsters.

WINGED DEMON.


Lost 10-15
Protection class: 43
Longevity: 47-55
Resistance: No
Immunity: Magic, Fire
Found at levels: 4-6

GARGOYLE.


Lost 10-16
Protection class: 42
Longevity: 60-85
Resistance: No
Immunities: Magic, Lightning
Found at levels: 6-8

BLOODY CLAW.


Lost 15-20
Protection class: 49
Durability: 80-125
Resistance: No
Immunity: Magic, Fire
Found at levels: 8-10

DEATH WING.


Lost 7-25
Protection class: 55
Durability: 90-135
Resistance: No
Immunities: Magic, Lightning
Found at levels: 9-11

Horned Creatures.


The favorite pastime of these creatures is butting heroes. If you don't want to end your life like a butterfly stuck on a pin, you'll have to work with your feet.

HORNED DEMON.


Lost 2-16
Protection class: 38
Longevity: 20-37
Resistance: No
Immunity: No
Found at levels: 6-8

DIRTY DEMON (MUD RUNNER).


Lost 6-16
Protection class: 43
Longevity: 50-85
Resistance: No
Immunity: No
Found at levels: 7-9

FROST CHARGER.


Lost 8-20
Protection class: 45
Longevity: 75-85
Resistance: Lightning
Immunity: Magic
Found at levels: 8-10

OBSIDIAN LORD.


Lost 10-22
Protection class: 55
Durability: 70-100
Resistance: Magic, Fire
Immunity: No
Found at levels: 9-12

Goatmen.


In fact, they can be easily defeated in close combat, but with weapons that can hit from a distance, they can be quite dangerous.

FLESH CLAN MACE WARRIOR.


Lost 4-9
Protection class: 35
Durability: 11-17
Resistance: No
Immunity: No
Found at levels: 3-5

FLESH CLAN ARCHER.


Lost 1-7
Protection class: 34
Longevity: 10-17
Resistance: No
Immunity: No
Found at levels: 3-5

STONE CLAN MACE WARRIOR.


Lost 22-25
Protection class: 37
Longevity: 10-17
Resistance: Magic
Immunity: No
Found at levels: 4-6

FIRE CLAN MACE WARRIOR.


Lost 8-16
Protection class: 45
Longevity: 25-32
Resistance: Fire
Immunity: No
Found at levels: 5-7

ARCHER OF THE FIRE CLAN.


Lost 3-11
Protection class: 35
Longevity: 20-25
Resistance: Fire
Immunity: No
Found at levels: 5-7

NIGHT CLAN MACE WARRIOR.


Lost 15-19
Protection class: 49
Durability: 28-33
Resistance: Magic
Immunity: No
Found at levels: 6-9

NIGHT CLAN ARCHER.


Lost 4-13
Protection class: 40
Longevity: 25-32
Resistance: Magic
Immunity: No
Found at levels: 6-9

Worms.


Yes, these are not earthworms for you, but rather powerful dragons. They live on the last levels, so you will have to master the profession of a dragon slayer.

CAVE VIPER.


Lost 8-20
Protection class: 55
Durability: 100-150
Resistance: No
Immunity: Magic
Found at levels: 10-12

FIRE DRAKE.


Lost 12-24
Protection class: 65
Longevity: 120-165
Resistance: Fire
Immunity: Magic

GOLD VIPER.


Lost 15-26
Protection class: 70
Longevity: 140-180
Resistance: Lightning
Immunity: Magic

AZURE DRAKE.


Lost 18-30
Protection class: 75
Durability: 160-200
Resistance: Lightning
Immunity: No

Wizards.


And just when the sweet thought that everything is over comes to mind, these powerful opponents suddenly appear. Make sure you are resistant to magic, otherwise the battle may be too short.

ADVISOR (COUNSELLOR).


Lost 8-15
Protection class: 0
Durability: 60
Resistance: Lightning
Immunity: No

JUDGE (MAGISTRATE).


Lost 11-22
Protection class: 0
Durability: 80
Resistance: Magic, Fire
Immunity: No

CABALLIST.


Lost 14-25
Protection class: 0
Durability: 100
Resistance: Magic, Fire
Immunity: Lightning
Found at levels: 14-15

LAWYER (ADVOCATE).


Lost 17-25
Protection class: 0
Durability: 135
Resistance: Magic, Fire
Immunity: Lightning
Found at levels: 16

Cursed Knights.


Destined to serve their diabolical masters and possessing supernatural fighting abilities, these knights are formidable opponents who should not be attacked in close combat unless you are a fearless warrior.

BLACK KNIGHT.


Lost 15-18
Protection class: 74
Durability: 145
Resistance: Magic
Immunity: No
Found at levels: 11-13

DOOM GUARD.


Lost 18-25
Protection class: 75
Durability: 165
Resistance: Magic,
Fire
Immunity: No
Found at levels: 13-14

STEEL LORD.


Defeat 20-30
Protection class: 80
Durability: 180
Resistance: Magic, Lightning
Immunity: Fire
Found at levels: 14-15

BLOOD KNIGHT.


Lost 25-35
Protection class: 84
Durability: 195
Resistance: Fire
Immunity: Magic,
Lightning

Female Demons.


Demons have a lot in common with ordinary women, as they love to dig into the heart with their claws and tear it out. When fighting them, constantly look around, because you can very easily get stabbed in the back.

FIRE SUCCUBUS.


Lost 1-20
Protection class: 55
Longevity: 120-135
Resistance: Magic
Immunity: No
Found at levels: 11-13

SNOW WITCH.


Lost: 1-24
Protection class: 65
Longevity: 135-180
Resistance: Lightning
Immunity: No
Found at levels: 12-13

HELL SPAWN.


Lost: 4-30
Protection class: 75
Durability: 150-200
Resistance: Magic
Immunity: Lightning
Found at levels: 13-14

SOUL BURNER.


Lost 1-35
Protection class: 85
Longevity: 140-225
Resistance: Lightning
Immunity: Fire
Found at levels: 15-16

Storm Demons.


When these monsters appear, there can be only one forecast - mortal danger. Storm Demons are difficult to harm with magic, and only skillful swordplay can defeat them.

RED STORM.


Lost: 8-18
Protection class: 30
Longevity: 55-110
Resistance: Lightning
Immunity: Magic
Found at levels: 9-11

STORM RIDER.


Lost: 8-18
Protection class: 25
Durability: 60-100
Resistance: Magic
Immunity: Lightning
Found at levels: 10-12

STORM LORD.


Lost: 2-24
Protection class: 35
Durability: 80-135
Resistance: Magic
Immunity: Lightning
Found at levels: 11-13

HURRICANE (MAELSTROM).


Lost 15-28
Protection class: 85
Durability: 88-125
Resistance: Magic
Immunity: Lightning
Found at levels: 12-14

Lords of Darkness.


The Lords of Darkness are the big bad guys who live in the fiendish darkness of the dungeons. No mortal is safe from their satanic attacks. Use magical lightning to reduce their durability to an acceptable level and then finish the job with the sword.

KILLER (SLAYER).


Loss: 13-20
Protection class: 67
Longevity: 65-90
Resistance: Magic
Immunity: Fire
Found at levels: 10-12

GUARDIAN.


Loss: 14-25
Protection class: 75
Durability: 77-112
Resistance: Magic
Immunity: Fire
Found at levels: 11-13

VORTEX LORD.


Lost 20-33
Protection class: 85
Durability: 88-125
Resistance: Magic
Immunity: Fire
Found at levels: 12-13

BALROG.


Lost 24-37
Protection class: 85
Longevity: 110-145
Resistance: Magic
Immunity: Fire

Found at levels: 13-15

WEAPON.


The weapons that are given at the beginning of the game are only suitable for use in the first few levels. As you descend down into the catacombs, more and more new inhabitants of the dungeons appear, against which it is powerless. The correct choice of weapon is of great importance: it is effective against some opponents, but not against others.


Ax 32 Strength 23 Two 4-12
(Ahe)
Bastard sword 60 Strength 50 One 6-15
(Bastard Sword)
Battle ax 60 Strength 65 Two 10-25
(Battle Ahe)
Blade 20 Strength 25 One 2-8
(Blade)
Broad ax 50 Strength 50 Two 8-20
(Broad Ahe)
Broad Sword 50 Strength 40 One 4-12
(Broad Sword)

Claymore 36 Strength 35 One 1-12
(Claymore)
Dagger 15 No One 1-4
(Dagger)
Cleaver 15 Strength 25 One 4-8
(Falchion)
Great Ax 75 Strength 80 Two 12-30
(Great Ahe)

Greatsword 100 Strength 75 Two 10-20
(Great Sword)
Great ax 40 Strength 30 Two 6-16
(Large Ahe)
Long sword 40 Strength 27 One 2-10
(Long Sword)
Checker 25 Strength 17 One 1-6
(Sabre)
Saber 28 Strength 23 One 3-7
(Scimitar)
Short sword 20 Strength 18 One 2-6
(Short Sword)
Hatchet 20 No Two 2-10
(Small Ax)
Two-handed sword 75 Strength 60 Two 8-16
(Two-hand Sword)

Dull weapon.


This type of weapon is effective against fragile creatures such as skeletons, where the sword is not so useful, and against opponents with a good degree of defense.

Weapon Durability Requirements Hands Occupied Defeat
Club 20 No One 1-6
(Club)
Stacked Staff 45 No Two 5-10
(Composite Staff)
Flail 36 Strength 30 One 2-12
(Fail)
Long staff 35 No Two 4-8
(Long Staff)
Mace 30 Strength 16 One 1-8
(Mase)
Sledgehammer 50 Strength 55 Two 6-20
(Maul)
Morgenstern 35 Strength 23 One 1-10
(Morning Star)
Quarter Staff 55 Strength 20 Two 6-12
(Quarter Staff)
Short staff 25 No Two 2-4
(Short Staff)
Club with spikes 20 Strength 18 One Z-6
(Spiked Staff)
War hammer 50 Strength 40 One 5-9
(War Hammer)
Combat staff 75 Strength 30 8-16
(War Staff)

Luke.


The safest way to fight the Devil's minions is to hit them from a distance. Bows are used to fire at areas where there are large concentrations of the enemy, but if the enemy gets close, you must quickly switch to another weapon.

Weapon Durability Requirements Hands Occupied Defeat


Combat bow 45 Strength 30 Two 1-10
(Battle Bow) Dex. 60
Compound bow 40 Strength 25 Two 2-5
(Composite Bow) Dex. thirty
Hunting bow 45 Strength 25 Two 3-6
(Hunter's Bow) Dex. 40
Long Combat Bow 35 Strength 25 Two 1-6
(Long Battle Bow) Dex. thirty
Longbow 40 Strength 20 Two 2-5
(Long Bow) Dex. thirty
Long military
bow (Long War Bow) 60 Strength 45 Dex. 65 Two 1-16
Short combat bow 45 Strength 30 Two 3-7
(Short Battle Bow) Dex. 50
Shortbow 20 Strength 20 Two 1-4
(Short Bow) Dex. 20
Short military
bow (Short War Bow) 55 Strength 35 Dex. 71 Two 4-8

Armor.


Even if you have excellent weapons at your disposal, the forces of Darkness can contrive and strike the hero. If this happens, it is better to take the blow not with yourself, but with some kind of protective armor.

Head protection.


This type of protection has two advantages: it is lightweight, allowing it to be worn by low-level or low-strength characters, and it does not prevent the use of two-handed weapons.
Cap 10 No
(Sar)
Corona 40 No
(Crown)
Full helmet 35 35
(Full Helm)
Grand Slam 60 50
(Great Helm)
Helmet 30 25
(Helm)
Shishak 15 No
(Scull Cap)

Shields of battle.


Shields are used to reflect enemy attacks and arrows. They provide good protection, but you cannot use a bow or two-handed weapon with a shield.
Type Strength Strength Requirements
Shield 10 No
(Buckler)
Gothic shield 80 60
(Gothic Shield)
Triangular shield 40 50
(Kite Shield)
Large shield 32 40
(Large Shield)
Small shield 20 18
(Small Shield)
Rectangular shield 50 60
(Tower Shield)

Armor.


Armor can protect the hero even if both his hands are occupied with deadly weapons. But in order to wear most of them, you need to be strong enough.
Type Strength Requirements
Lats 80 40
(Breast Plate)
Cape(Sarah) 10 No
Chain mail 55 30
(Chain Mail)
Cloak 15
40
Mirror 80 65
(Field Plate)
Full armor 90 90
(Full Plate)
Gothic armor 100 80
(Gothic Plate)
Hard leather 40 No
armor (Hard Leather)

Leather armor 30
No
(Leather Armour)
Bakhterets 75 60
(Plate Mail)
Fabric armor 25 No
(Quilted Armor)
Rags 6 No
Ring armor 50 25
(Ring Mail)
Robe 24 No
Scale armor 60 40
(Scale Mail)
Striped armor 65 40
(Splint Mail)

Leather-metal 45 20
armor
(Studded Leather Armour)