Diablo III In-Depth Walkthrough | FAQ

 
 
 
 
 
 
 
 
 
 
 
 

ACT III


THE SEIGE OF BASTION'S KEEP

 
OBJECTIVES
Light the five Signal Beacons in Skycrown Battlements
 
You'll see yourself on top of the watchtower. Speak with Tyrael and he lights the first beacon here and leaves the rest of them to us. There are five more beacons along the wall.
 
If you go down the stairs into the armory then you can see Leah and Adria, you will find some Lore in Leah's Belongings on the table in the next room. Go to the stairs near the northwest corner to enter the main area of the stronghold. You will find another piece of Lore in Captain Haiely's Supply Chest.
 
You ought to explore all of the stronghold now and learn the locations of everyone. Take a follwer with you to the drawbridge to the right and go thru the door leading to the Skycrown battlements. The barrels and crates which you come along to can be broken to find a lot of loot, other than that, we return to Demon Slaying with Azmodan'sa forces at the doors.
 
You have a chance to come across Captain Cyrillis who asks you to help him out on the wall. But, he is smashed by a Demonic Hell Bearer and it's up to you to kill it, more Demon Troopers also join the fray.
 
On your way you will find several barrels of hot oil which can be used to eradicate more than a few enemies if used properly. Climb the stairs to the widest part of the wall and start slaughtering the Fallen. When you get to the first beacon, more Demon Troopers come out. You ought be be able to see the location of the Beacons on the minimap. You will find a Demon Hellbearer near the first beacon, they keep vomiting Demonic Troopers so as soon as you see a Hellbearer, keep hitting it till it dies or you will have an endless suppy of Demonic troopers.
 
Follow the path to each to the beacon, they will show up on the mini map.
 
OBJECTIVES
Find Sargeant Dalen in the Skycrown Battlements
 
After you light all the beacons you ought to move ahead along the wall and you will find Dalen near a locked door. You will likely see a Vision of Azmodian as you near the Seargent.

TURNING THE TIDE

 
You have to make you way to the Catapults but you start off with a sidemisson first. You need to help Captain Haile with his task of raising the Drawbridge so that his reinforcements can cross over. As the lift rises, you will need ot face Demonic Troopers and Hellflyers. Once the lift is raised a Unique called Dragus will cross over to kill you.
 
OBJECTIVE
Raise the 3 catapults in Stonefort
 
After you finish the sub plot above, you will need to crossover to the three catapults. You will face more enemies here. You need to get to Seargen Burrows near the first catapult and then follow him to the gates nearby to get back some recruits. There's a healing well up the stairs to the left of the catapult and you just need to worry about killing the demons that come here. Do not worry about the recruits as for once in the whole game, the good guys keep coming after they are killed.
 
Continue along the wall after that and you come to Lt.Lavail. Now, we fight some more Hellbearers. They keep spweing more Troopers so you have to keep their numbers in check and the best way to do it is to kill them as soon as possible. Finish off all the hellbearers in the area and then move ahead to the last catapult.
 
Lt.Clyfton is the person incharge of this catapult here and well, it's manual labour time for us. You need to continuously click on the winch to raise the catapult but obviously you will be attacked by more enemies here. You need to time yourself between killing and raising the wench – do not be in a hurry and having a follower certainly helps. The Witch Doctors will most likely find it easier than other classes beacause they can summon their own mosters and even have a follow to fight as you keep click on to raise the catapult. Head back to the bastion's Keep after that with the town portal.

THE BREACHED KEEP

 
OBJECTIVES
Find the Keep Depths level 2
 
You can come across Ironsmith Maldonado who needs someone to defend him while he makes some weapons. You need to protect him for about a minute only, just stay close to him and he will be done soon and you get some nice rewards.
 
This first level is filled with mostly Skeletal enemies. You will come across both Melee and Ranged Skeletal enemies and you ought to go back out a door nearby so that they come thru in one by one as you use the door like a choke point. Almost every room in this area will have one or the other kind of enemies in multiple numbers.
 
You will come across an area where lava is flowing below your feet and it will shoot up thru the grates so be careful. If you want to head out of here soon then you will mostly find the entrance to the second level in the far northeast corner of the map.
 
OBJECTIVES
Find the Breach in the Keep Depths
 
You just have to have a follower and a full stock of potions with you. You will come across Swift Skull Cleavers from now on and they are formidably opponents who can cut you down easily – espoecailly when they are attacking in groups. You need to more strategic and use area of efect skill coupled with slowing skills like cold. You will also come to meet several Fallen Maniacs who detonate on hitting them. You have to kill them when they are in the middle of other enemy groups.
 
Keep going thru the second level till you get to the Breach and another vision of Azmodian will hit you and the entrance to the third level is also nearby. In the third level of the Dungeon you will come across Demonic Tremors. They are the baddest brute enemies in the game but you need to tay out of their reach and move around continuously. If they go into their defensive stance then you will not be able to hurt them so you can cencentrate on other enemies while they get out of their stance. You will find your way to the larder as you move thru this level.
 
OBJECTIVES
Find the Bastion Keep Larder
 
Go thru the larder and you will come to Ghom.
 
OBJECTIVES
Kill Ghom in the Larder
 
Ghom is a fat B*******, but you can see that… The best way to take Ghom down (and it can get easy too) is the stay far from him – as far as possible and hit hit from a distance, that way, you only will need to worry about his sneez which scatters on the ground and you ought not to step on it as it can cause you damage over time. If somehow you do get a bit close to him then he will most probably use his gas clouds to slow you down and try to eat you up whole – which is aptly named as the chomp attack. Ranged attacked also need to look out for Ghoms minons who come out of his mouth – the Acid Slimes. These slimes will follow you and can be kill easily but do not take your eyes off Ghom and do not step on their remains. After Ghom is killed, the toxic gases he releases will continue to stay for a while.
 
You will come across the body of a half eaten guard near the edges of the Larder and you can look for Ghom's lore with it. 
 
OBJECTIVES
Return to the Bastion Keep Stronghold
 
Use the waypoint here to get back to the stronghold.

TREMORS IN THE STONE

 
Shortest quest in the game…….
 
OBJECTIVE
Go to the Armoury
 
Whoop, trouble! do what the objective tells you…
 
OBJECTIVE
Kill the Shadow Vermin
 
You see Vermin come out of the soulstone, start killing them. You should be fine against them now.
 
OBJECTIVE
Talk to Leah
 
Talk to Leah

MACHINES OF WAR

 
OBJECTIVES
Go thru the Arreat gate
 
Speak with Tyrael in the Armoury to start the quest. Go by the drawbridge and head straight to the Arreat Gate.
 
OBJECTIVES
Talk to the Seargent Pale outside the Arreat Gate
 
Go down the steps and you come to Pale. He tells us that we need to fight our way across the battlefields to the bridge of Korsikk and then head into the Fields of Slaughter.
 
To the left of where you see Pale is a two level dungeon called The Barracks which has a chance to have multiple Replendent Chests and multitudes of fallen behind a drawbridge which you need to pull down. Go to the lower level and talk to a guard who's here. He tells you of his mission firend. Look behind all the closed rooms in this area and you will find the friend, go back to get some reward.
 
Instead of The Barracks, you may come to the Fortified Bunker. This place only has a single Resplendent Chest but you will fight DDemonic eenemies here includeing Hellflyers, Tremord, Moloks and many others
 
If you come across a camp which is under attack by the Blood Clan then help them in clearing out the enemies and soon after that and monstrous Firewing attacks you. This is like a broodmother of all the Moloks and spits fiery projectiles and is also capable of meelee hits. Speak to Colonel Severyn after you kill it for your reward.
 
This is a common two level dungeon which can be accessed from the center of the battlefields area. You will find a lot of Skeleton warriors and a Resplendent Chest in here.
 
IF you look hard enough, you have a chance to find he Forward Barracks which host a Resplendent chest and other loot sources alongside a few enemies.
 
OBJECTIVES
Cross the Bridge of Korsikk
 
You come to fight some Blood Clan Warriors and Blood Clan Spearmen. If you come across a Herald of Pestilence then you can use a nice tactic to take it down without too many problems. The Herald will dig into the ground and bring up it's arm elsewhere and when it does that, go behind the body which will not move until the arm is in the ground and hit it till it dies.
 
The Bridge of Korsikk is to the Northeast but if you move to the center then you will see a large crater which leads to other places with side missions (only a chance).
 
Once you come to the bridge you should be able to see multiple traps you can use to your advantage and you have a possibility of finding a shirne here. Cross over and you come to the Fields of Slaughter.
 
This is a two level dungeon filled with Lacuni like warriors a lot of loot and possibly a Resplendent Chest
 
This is actually a unique cave and if you come across this then consider yourself lucky because you are going to face enemies which can be found nowhere else in the game. They are the Possessed and th Greath Horned Goliath.
 
OBJECTIVES
Destroy the 3 Demonic Ballistae
 
The three Ballistae are around the Trbuchet and have a Herald of Pestilence and and other enemies. You will also come across several Moloks and Hellflyers. Each Ballista is guarded so take down all the enemies before you destroy it.
 
OBJECTIVES
Destroy the Trebuchet
 
First kill all foes you come across. To destroy the Trebuchet, you will need to destroy it's controls which can be accessed from the southwest corner of the crater where the device is mounted at the end of a overhang. Fight your way up the narrow approach and destroy the controls.
 
OBJECTIVES
Find Rakki's Crossing
 
The Crossing can be reached if you head northeast past the furthest ballista.
 
OBJECTIVES
Talk to Tyrael
 
Tyrael is seen waiting for you, talk to him.

SIEGEBREAKER

 
OBJECTIVES
Find the demon gate at the edge of the Abyss
 
You will reach the Edge of Abyss if you go straigh on the far bank of Rakki's Crossing. You have Tyrael who is into battle now with you for the first time but even with an angel by youe side you ought to expect nothing less than a great fight. You will face all kidns of enemies and Blood Clan Sorcereres who have the abilitly to increase the scores of the other enemies nearby. Kill the Sorcereres to avoid too many buffs. Make your way to the burning barricade which is at the end of the viaduct. Then go left down the stairs into the interior. You can reach the edge of Abyss if yor proceed north across Rakki's Crossing.
 
If you come across Private James near the base of the watchtower then he asks you to deliver a spyglass to Lt.Gryffith on top of the stairs..you only need to fight past a Hell Bearer.
 
You will find this as you smash through a door and the events in this may vary randomly from meeting a merchant to fighting Bloodclan members.
 
You may find the entrance to this place near the waypoint. You will find a Resplendent Chest and numerous other loot here and if you see a Fortune Shrine, use it to get a 25% boost in the gold you find.
 
You may come across Captail Haile while on the Rakki's Crossing. Just fight alongside him for about a minute and talk to him for a reward.
 
OBJECTIVES
Kill the Siegebreaker Assaut Beast
 
Soon you will come to the Demon Gate and see how Tyrael's sword sucks, but wait! what's that?
 
The Siegebreaker Assault Beast is not as dumb as it sounds, infact, it is very powerful. Again, this is another monster where the melee fighters suffer (I mean, theey suffer anyway thru the whole game but I got to write…) If you are in it's melee range then it does a swift three hit with it's arm which is well, better seen than explained. Another attack of it is when it let's out a long shout and then slams into the ground causing area of effect damage – run away as soon as it starts shouting. It can also charge and you ought ot make it charge into the walls by standing close to them. This will give you a few seconds as it recovers. As I mentioned, ranged attackers should maintain as much distance as possible and you ought to slow it or stun it to make things easier.
 
OBJECTIVES
Talk to Adria near the demon gate
 
Go towards the Demon Gate where Adria is waiting and talk to her and she tells you of the Sin Hearts within the crater.

HEART OF SIN

 
OBJECTIVE
Go through Arreat Crater and find the Tower of the Damned
 
The crater will see strange with mystery and all; The enemies you encounter in it are even stranger, this looks like a misfit level but in the sense that it is different to any of the surroundings we've seen earlier in the game. Choosing a skill to work with is going to be extremely important because of all the accursed things you come across. Note the Tormented Stingers which attack in numbers, these cowardly creatures can be lethal in large numbers and their sting is nothing to be measured by their size. Immediately use a moving ability which will allow you to instantly escape from the clutches of these scorpions. Amongst other creatures are the enhanced versions of all the Blood Clan members you have fought till now and also some Demonic Serpents which lodge you in the air. You will also need a lot of life so make sur you are revived before you move further or into another area.
 
You'll come into many paths which lead nowhere but travel northeast and you will come to the Tower of the Damned. Azmodian appears again in a vision.
 
OBJECTIVE
Find the Sin Heart in the Heart of the Damned
 
Go down the stairs to the central path and circle your way around the edges to more steps leading into the next level. The entrance to the stairs is directly east. You come across the Phasebeast and the Succubus here. The Succubus should be dealth with in close range and the Phasebeast from afar. If you are hit by the Bloodstar Curse then try to stay out of battle till the curse fades.
 
You'll come into the second level of the tower from the central spire. Go on the spiraling path to reach the entrance to level 3 at roughly north west position. Soul Rippers make their presence in  numbers in this second level and you ought to deal with Area of Effect attacks on them.
 
In the Heart of Damned, follow the spiraling path down in an anti-clockwise direction. You'll come across flaming jets and hell bringers on your way down. Make your way around the perimeter to the east to find the Sin Heart
 
OBJECTIVE
Kill the Daughters of Pain
 
The Daughters of Pain are three Succubi. You have to deal with them as soon as possible because some Blazing Ghouls come in very soon. Try to stay clear of Cydaea as much as possible.
 
OBJECTIVE
Destroy the Sin Heart
 
Take down the Blazing Ghouls and destroy the Sin Heart and move down the stairs to Arreat Crater Level 2.
 
OBJECTIVE
Find the Tower of the Cursed
 
If you thought for one bit that level 1 was tough then this will get really really ugly. You will meet a host of deadly enemies here and I can't even mention all the names. But you will see a certain Hellhide Tremor which can kill you with ease if you are too lax. Try to seperate all enemies. After you reach the waypoint and the enemies spot you, you ought to run back on the narrow bridge taking down what enemies follow you. If you manage to destroy all of them, head east to the Tower of the Cursed.
 
OBJECTIVE
Find the Sin Heart in the tower of the Cursed
 
Keep to the perimeter and make your way around the tower in a counter-clockwise direction to reach the path crossing into the middle stairs in the position below you.
 
When you reach the second level, make your way along the edge of the level, if you look in all of the sources of loot along the way, you  are sure to find health potions. Make sure you have a lot of Major Health Potions going into the next level. Cross to the center of the tower on the north side and go down the spiral stairs and you come to the entrance to the next level.
 
Just keep walking on the path till you come to the stairs going down, and then to the Sin Heart and Cydaea.
 
OBJECTIVE
Kill Cydaea
 
Shockingly, you will find that, for the first time in the game, melee fighter will do better against a boss than ranged fighters, but then again, this boss ain't really too much to brag about. At close range Cydaea is only capable of melle striking you but at far ranges she is capable of pain bolting you and also trapping you with web before she hits you. You will find yourself being attacked by spiderlings occasionally but they are no biggie. But she also goes up to the ceiling and make pits on the ground which make more spiers come out but they can be tackled with relative ease with any area of effect attack. Cydaea is not really such a big deal and I wonder why she was not made to be tougher but then again, we will know what tough is soon enough…
 
OBJECTIVE
Destroy the Sin Heart
 
After she dies, take your spoils and destroy the second Sin Heart. Go down the stairs on the left to the Core of Arreat.
 
OBJECTIVE
Kill Azmodan in the Heart of Sin
 
The Core of Arreat has it's own set of enemies but talking about them at this point will make no difference, move to the entrance of the Heart of Sin in the distance and make a trip back to the stronghold and gather everything you need to for a full fledged act III boss fight.
 
Azmodan is no push over (understatement)… If you move in too close to him he will strike you and slow you. If he does a belly flop then you will do a pain hop. More importantly, he has a Globe of Fire attack where a Globe of Fire (no points for guessing..) will come after you and well, it's a heat seeking missile so you better keep moving to avoid it. When you see the red circles on thr ground then make sure you move out of the way because there's going to be dead people falling on you (did you expect frogs?)… If you grow less on health then you better move to the edges of the place and use a potion and wait for it to colledown and make sure your life is full again. Melee fighters should make fast strikes and move out of the way before he can slow strike you. Once he gets low on health – about half, he starts conjuring black pools on the ground which will suck away your life as long as you stand on them. Get away from these pools when you see them and also, if his health gets lower further, he starts shooting lasers. Ocassionally, Azmodan will raise portals from the ground and some of his Minions come out who are a great source for health orbs. After they fight he leaves behind his soul and a load of great loot.
 
OBJECTIVE
Get the Soul of Azmodan
 
Your friends come in to capture the soul into the Black Soulstone.
 
OBJECTIVE
Return to the Bastion's Keep Stronghold
 
You should use the Town Portal to get back to the Stronghold.
 
OBJECTIVE
Talk to Lieutenant Lavail
 
Do what it says…
 
OBJECTIVE
Enter the Armory
 
Surprisingly, the Armory is empty….
 
OBJECTIVE
Go to the Keep Tower
 
Climb the stairs to the Keep Tower so see the drama…
 
OBJECTIVE
Enter the portal to Heaven
 
Enter the portal to Heaven…

ACT IV

FALL OF THE HIGH HEAVENS

 
OBJECTIVE
Talk to Tyrael at the Diamond Gates
 
Go down the steps to where Tyrael is and speak with him.
 
OBJECTIVE
Enter the Vestibule of Light
 
Stand on the blue portal to go to the Vestibule.
 
OBJECTIVE
Kill Iskatu and his minions
 
By this time you ought to have unlocked some extremely powerful attacks so make sure you use them. You'll face Ishkatu and a host of Shadow Vermin. The Vermin can be taken out with relative ease if you unleash your best area of effect attacks, after a while Ishkatu himself joins the fight. He is mainly a melee fighter and if you try to flank him or outmanover him, he will summon fiery spots on the ground with his Desecrator ability. You ought to stay away from Ishkatu at all times but he will make sure he stays close to you. Kill any Shadown Vermin coming out of the shadows for health globes.

THE LIGHT OF HOPE

 
OBJECTIVES
Find Itherael
 
Climb the stairs to the Waypoint to find Ithrael.
 
OBJECTIVES
Talk to Itherael
 
He tells you how the Archangel of Hope has been captured by the Lord of Despair Rakanoth
 
OBJECTIVES
Find the Library of Fate in the Gardens of Hope
 
Auriel is supposedly in the Gardens of Hope tier 1, proceed thru the archway behind Ithrael.
 
OBJECTIVES
Enter the Library of Fate
 
When you come across Oppressors, make sure you move out of the way when they use their fire breath attack and hit them from the sides. You will come across all kinds of new enemies in here and you should avoid the areas were circles show up since something is going to be dropped from above. Another massive enemy here is the Armored Destroyer hit it from the flanks to damage it. If you come across a Vile Temptress then make sure you stay clear of it's attacks and kill it as soon as it's possible since (like their cousins the Succubus) they can weaken you greatly with the Blood Star. make your way across the bridge where you come to a waypoint (to the west) and the entrance to the Library of Fate. You ough to use the waypoint to go back right now if you want to restock and get a follower with you.
 
OBJECTIVES
Kill Rakanoth
 
Rakanoth is one of the most skilled enemies in the game. He also is a melee fighter mostly who can teleport within range to strike you from the back (a backstab) but this strike will drain you of most of your health so you need to avoid it at all cost and keep moving at all times. If he teleports to the center of the room then he is about to shoot projectiles at you so run to the corners of the library to avoid being hit and also beware of the Soul Devourere that he brings in, divert all of your attention to kill them while moving continously when they appear. Melee fighters will see hell if you want to get close and dirty but ranged fighters should use their most powerful skills on Rakanoth. If you do have a follower then you will get a little breathing time – if only a little.
 
OBJECTIVES
Destroy Auriel's Prison in the Library of Fate
 
After Rakanoth falls down, make your way to the cage in which Auriel is and click on it.
 
OBJECTIVES
Talk to Auriel in the Library of Fate
 
Talk to Auriel and he gives you a special power which allows you to dispel all the corruption which may have blocked your progress in the previous area. 
 
OBJECTIVES
Return to Gardens of hope tier 1
 
Use his portal to go back to the Gardens of Hope tier 1.
 
OBJECTIVES
Find and destroy the Corrupt Growths to reveal the hidden Hell Rift portal in the Gardens of Hope tier 1
 
You need to start exploring all of the tier 1 in order to find a hellrift portal. If you come across an inactive portal then remember where it is as you will need to get back to it later on. Look for the Hellrift portal and enter it.
 
OBJECTIVES
Destroy the Rift Oculus in the Hell Rift
 
To get to the Oculus you will need to kill Hammermash first. He is of the lightning trair and you should sstay away from him and kill him from a distance if possible, you definitely need to stay away once he starts to raise his feet since that can be bad news. There are more enemies you will meet in this level like the Armaddons ridden by Subjugators. After you kill Hammermash through, go to the rear of the Hell Rift and destroy the Oculus.
 
OBJECTIVES
Use Auriel's portal to leave the Hell Rift
 
After you destroy it, Auriel will come forth and summon a portal back to tier 1.
 
OBJECTIVES
Enter the Gardens of Hope tier 2
 
Move north to find the portal that goes to the tier 2.
 
OBJECTIVES
Find and destroy the Corrupt Growths to reveal the hidden Hell Rift portal in the Gardens of Hope tier 2
 
In the tier two of the Gardens of hope, you should come to a waypoint as soon as you land. You can return using the waypoint to restock. This area is larger than the previous area and has more growths you need to destroy and search under looking for the Hellrift Portal.
 
You will also come across two rooms (random chance out of multiple rooms) in tier 2 which are listed below –
 
HOLY SANCTUM
This area has a little puzzle. You lock the tiles by stepping on them and Armored Destroyers come after you. You will find an Exquisite Chest on the other end.
 
SACELLUM OF VIRTUE
This is another area with an Exquisite chest but you will find this place guarded by tons of Marauders and Oppressors.
 
BLESSED CHANCEL
In this room you will find the Exquisite chest in the lower area. After you reach it and open it, you will face a ton of enemies which appear on your way back.
 
OBJECTIVES
Destroy the Rift Oculus in the Hell Rift
 
You might find the portal in the northern portion below a Corrupt Growth. But it still is random and you need to chesck the whole area and go into the extra rooms and gather as much exp as possible.
 
In the second Hell Rift you fight with Sledge if you move to the rear. But this time you will also have a healing well near the Rift Oculus which you can use in the battle. After you take down Sledge, destroy the Oculus.
 
OBJECTIVES
Use Auriel's portal to leave the Hell Rift
 
She comes in again to open a portal for us (I wish they helped more!!!)….
 
OBJECTIVES
Find the portal to Crystal Colonnade
 
Look for the portal to the Colonnade.
 
OBJECTIVES
Talk to Tyrael
 
Tyrael is near the portal so talk to him.
 
OBJECTIVES
Enter the Crystal Colonnade
 
Use the portal to enter the Colonnade.

BENEATH THE SPIRE

 
OBJECTIVE
Find the Imperius at the Crystal Colonnade.
 
You will come to some Angels battling an army of Oppressors and Imperius comes in to loosen up a bit but then he goes away after warning you.
 
OBJECTIVE
Enter the Gateway to the Silver Spire.
 
The gateway to the spire is nearby, kill the rest of the enemies here and continue into the waypoint for a restock and a companion and come back.

PRIME EVIL

 
OBJECTIVES
Cross the Great Span on the Silver Spire
 
Go on the bridge to the end and you will see the Ghost here transform into a Aspect of Terror. You will be standing on a narrow path and the Aspect beings in more help but you should led Tyrael take the lead here and blast away from the rear if you can and also, make quick work to avoid being damaged greatly. Continue to the platform ahead and interact with the lift and you come into the first level of the Silver Spire. The next thing you need to do is talk to another ghost and some other Aspect shows up (this is random so writing a name is relativly useless). But whatever appears here, you should be able to finish it if you work quickly. You will come across all kinds of things as you continue ahead. The Angels you encounter are a source of great loot and if you are lucky, you will be able to see a rare Angiris Repoitory to get a lore.
 
A new kind of enemy in this place are the Morlu. Whatever form they come in, after you kill them you ought to destroy the ashes they form into for loot and to avoid them from coming back to life – move away from the red circles which show up indicating the are of impact of a meteor. Also, try not to step on any of the cracks on the ground to avoid being spiked. You will also find a difficult combination of Mallet Lords and Witches (which like the Succubus can cast the Blood Star Curse leaving you in no position to get close to a Mallet Lord).
 
Move across to the end to the Silver Spire and you come to the Great Span, get on it with Tyrael.
 
OBJECTIVES
Kill Izual
 
After you cross the great Span, you come to Izual
 
Izual is a unique (Suppressor Class) and is powered with a Frozem Blast – if you happen to be hit by it then you will most likely be killed by the other Oppressors and Corrupted Angels who are here. The other enemies should be a source for Healt Orbs for you and even though Izual is ver fast, try to stay away from him and take him out.
 
OBJECTIVES
Climb to the Pinnacle of heaven in the Silver Spire
 
You will come to a ghost of one of the several people whom you knew in the past. It will soon turn into another Aspect, whatever Aspect comes out, kill it qucily before a host of other enemies join in. In this level you should move with extreme caution and draw the attention of only a few enemies at a time. You will also meet more Morlu here but just kill anything in youe way and go to the end reaching a lift which takes you to the Pinnacle of heaven.
 
OBJECTIVES
Talk to Tyrael
 
This is your last chance to do anything since we are going to face the Lord of Terror himself very soon.
 
OBJECTIVES
Go to the Crystal Arch
 
Enter the Crystal Arch and know that your worth will be tested…
 
OBJECTIVES
Find Diablo
 
You don't really need to "find" him…..he's just ahead.
 
OBJECTIVES
Kill Diablo
 
In the fight against Diablo, you will need to kill him three times…
 
Know that the Crystal Arch area has two healing wells on either side…remember this…
 
PRIME PHASE
Keep clear of all the fire projectiles – and do not stand inside the fire, you will have a lot of chance to avoid these attacks provided you take it slow and not rush in. You should only use your most powerful attack against him and move back when it's in cooldown. He also occassionally raises his hands and makes shadows appear below you which indicate the arrival of cages in which you will be trapped. Keep moving to avoid being trapped or Diablo will slam you into the ground. Hero's withe skills that can slow, chill or freeze an enemy should exploit their ability. Diablo also can charge at you within no time so you need to be on the move always. After you vring him down to half of his health, you will go into his realm along with him…
 
OBJECTIVES
Kill the Shadow of Diablo
 
TERROR PHASE
This Phase is not easier and know that Diablo in addition to showing all of his previous prowess will be able to summon your clones. But, they are nowhere near your powers and can be defeated with relative ease. The Shadow is actually deadlier and I had to increase the brightness of the game to be able to see where the Hell Spikes will show up on the ground but still, it's best to keep moving. Having summoned pets will be a good advantage here. He typically disappears about three times bringing forth a clone of you, but after you kill the shodow, you are in for the final phase of the battle.
 
OBJECTIVES
Destroy Diablo
 
ULTIMATE PHASE
This phase is obviously deadlier because the Terror Lord is in his ultimate form (it does not look different but does feel different). The first thing you need to look out for is his Lightning Breath which is positively the most wicked attack in the entire game. Diablo also looks like he's been taking dance classes as he rotates and releases an energy beam around him in one direction – if you can, then teleport across the other side or run like hell. Do not forget about the healing wells and their 30sec delay and you may actually need to live by the wells which makes it easire for ranged fighters but never stay in one area as Diablo does all of his regular attacks too At a faster pace. take it slow and wait for the right times to hit him. If your character can teleport or move fastly then you will have a great advantage. Keep clawing at Diablo till you are able to finally destroy him.
 
OBJECTIVES
Talk to Auriel to bring your quest to an end
 
Do what the objective says but more importantly, if you played only on your first difficulty then you have three more difficulties to look forward to…


ACT I

 
 

STORYLINE 

(SM means side mission..)

The Fallen Star

The Legacy of Cain

A Shattered Crown
(SM)(Jar of Souls)
(SM)(The Matriarch's bones)

Reign of the Black King

 
 
 
 
 
 

ACT II

 
 
The Scouring of Caldeum
(SM) Save the Refugees
 
 
ACT III and IV in next page….

WHIMYSHIRE


NOTE: Enhanced version of this guide will be available soon…Walkthrough will be updated daily (we hope Blizzard can keep their servers up for more than a few hours each day…)


 
Blizzard has really gone a step ahead with the concept of randomization in the game. Infact, they were so thorough that the areas of spawning, the number of enemies and also the items they drop and the items around the world are completely random and will differ from person to person during each playthrough. The only thing you can do to make sure you did not miss anything and if you want to collect all the great equipment in the game is to make sure you check each barrel, each enemy you kill and also, play the game through Normal to Inferno Difficulty – that is complete the game four times over increasing difficulties.
 
You cannot set the difficulty of the game, instead, the game will set the defautl difficulty in the beginning as Normal and after you finish the game once it will go to higher difficulties like Nightmare and then Hell and finally after you reach the level cap of 60, you will be able to play the Inferno difficulty and only then you will gain the rarest and the most Legendary Items in the game. So, giving you locations of where you find an item is impossible so you are on your own there and that is all because of some great randomization from Blizzard. But, we will still give you the locations where you can find extrememly rare items – we cannot tell though, what those rare or legendary items are.


THE FALLEN STAR

 
Location: TRISTRAM
Note: This is the same city where The Lord of Terror – DIABLO left his unholy mark. But after those events, the town of NEW TRISTRAM is where everything starts again.
Exp Rewards: 1125
 
"The dead have plagued New Tristram since the star fell on the Old Cathedral. Heroes, each for a faraway land, have been drawn to this unfortunate town. Some have come out of duty, others out of prophecy, and yet another for little more that a thirst for combat. None can foretell the true extent of the darkness that awaits their arrival.
 
OBJECTIVE
Kill the risen dead attacking the gates.
 
We already know that our Hero, like many others, has made his journey to the new town of Tristram because of the star that fell on the Old Cathedral – a reminiscent of the real Tristram which was Plagued by the Prime Evils in the past. Each hero is believed to have come to this place with their own goal in mind.
 
The journey towards the fallen star leads us to Overlook Road which leads us to the town of New Tristram. After the star fell on the Old Cathedral, all the dead buried in and around the town have started to coming life and also have been attacking other people in a bid to make them one of their own. After we get control of ourselves, note that, you attacking enemy by left clicking on them and you move to a location by left clicking on the ground. You do not have any powers if you are starting the game for the first time now. The first enemies you fight are called RISEN and they are the weakest type of enemies. You can practically kill them with two blows max – one blow kills are also possible – they all depend on the throw you get.
 
You will come to the gates of Tristram soon but they are closed. You will also see a certain – Captain Rumford and some members of the local Militia trying to ward off the Risen ones. Help the Captain and the Militia to kill the Risen here – there are a lot of them so keep at it till their numbers are exhausted. You will get a lot of help from the Militia but anyway, you will not suffer any significant damage as I already told you – these are the weakest in the game.
 
OBJECTIVE
Talk to Leah in the Slaughtered Calf Inn.
 
After killing all of the Risen, go to Captain Rumford and talk to him (you need to left click on him to initiate dialogue). You can ask him about the events of the Fallen Star and you will learn that a woman named Leah was the only survivor from the Old Cathedral area. He also mentions that you can find Leah in the Slaughtered Calf Inn within New Tristram.
 
Since all the Risen here are dead, the Captain will open the gates for you, go into the town and explore it – I think I do not need to stress the importance of ecploration in a game like Diablo – it's an essence of the game… You can converse will some of the NPC's like the mayor of the town and so on but you will need to enter the Slaughtered Calf Inn soon. You can talk to Bron the Barkeep inside the Inn who can repair your equipment if you need them repaired and he also sells stuff. You can see Leah inside so go speak to her after you are done looking around.
 
OBJECTIVE
Kill the Transformed Risen.
Rewards – Gold 60, Exp 60
 
Talk to Leah and as you keep talking (she actually tells you what happened on the day the star fell), suddenly, the town's people around you turn into the Risen – the living are being transformed – as if the dead weren't enough. Resume your heroics from earlier by killing the ones that have Risen here (no they are still no match for you) and after you kill all of them, go back to Leah and speak to her again.
 
OBJECTIVE
Talk to Leah again.
 
Your conversation now should consist of how you are willing to help her .cough. the village by getting rid of the remaining monsters. Now, she wants you to go back outside the village gates and speak to Captain Rumford.
 
OBJECTIVE
Talk to Captain Rumford at the gate to New Tristram.
 
Before you go out and back to Rumford, lets take a look at how to ear more Exp first. As you may know, reading books which you come across in the game will yield useful Exp (unlike many other games), this gives us a good reason to collect as many books as possible. One of the books is in Leah's room in the Inn itself and another book is in the house next door. Also, take a look at the Stash chest outside the Slaughtered Calf Inn and take the potions from inside.
 
Now, you can finally go back to Rumford and speak to him.
 
OBJECTIVE
Kill the Wretched Mother
 
As you come out, you will see that there's a new problem. Risen are trying to break thru the barricade and get into town. To get rid of the Risen, you will need to kill the Wretched Mother who is here first. The Wretched Mother has the ability to call forth more Risen so take care of her as quickly as you can and do not forget to search her. If you are a ranged combatant, beware of her spit – move out of the way or it can do considerable damage.
 
OBJECTIVE
Kill the Wretched Queen in the Old Ruins.
Location: Old Tristram Road
 
You come onto the Old Tristram road now with fields nearby and abandoned houses. If you want to explore, then look around in all the houses nearby, you will find basic enemies most of the time but rarely some rare ones too. They give you some good Exp points and there are never more than 3-5 enemies.  You can expect better rewards if you find a rare enemy. You can also enter the wells which you come across. It would seem that the wells have a lot of Gold you can pick up as well as some basic enemies. Make sure you are holding the Alt button to highlight all the stuff around you. Note that you may or may not come across the things mentioned because they are completely random.
 
 sub-objective
Kill 3 Wretched Mothers
 
As you pass thru the Old Tristram Road, you will come across more Wretched Mothers. If you can find and manage to kill at least 3 of them then you will gain an additional 450 XP and a little gold. They spawn randomly so just keep exploring about till you find at least three of them.
 
The Old Ruins are all the way to the far northeast of the map. As you may have learned by now, you can rid the town of the Risen and the Mothers only by getting rid of the Wretched Queen.
 
You can come across many enemies and many places to see. Make sure you are exploring and picking up every thing there is to take. You may also find an Old Keepsake Box if you look carefully (random spawn point) which has XP boosting Lore. You never know when you may come across a new kind of monster or a rare item so take your time in exploring every part of the place and kill every monster you come across. As you follow the road you will come to the Old Ruins. The Wretched Mother is near the waypoint to the east. But make sure you step into the armory first and check the weapons rack for a better weapon. Also, make sure you explore all of the area around here and kill the Wretched Mothers and the Walking Corpses which will give us a lot of XP. After you are done circling the area go to the waypoint to the east to get to the Wretched Mother.
 
The Wretched Queen will be easier to kill than you may have thought (or did you think otherwise?). She fights similar to the Mothers – summoning the Risen or Spitting at us. You need to get close to her if possible and concentrate on killing her as quickly as possible. If you killed enough enemies, you should be at a higher level than she is. If you get rid of the Wretched Mother you will gain 450 XP for slaying her. She has little health so it's not going to be a major problem. After you kill her, get rid of the other minions around here.
 
OBJECTIVE
Use the Old Ruins Waypoint.
 
Move towards the gate here and use the waypoint. Just walk over it to activate it.
 
OBJECTIVE
Talk to Captain Rumford in New Tristram.
 
You should talk to Captain Rumford and tell him of your victory. You can find Rumford just outside the Slaughtered Calf.

The Legacy of Cain

 
Location: Old Tristram
Exp Reward: 3300
 
OBJECTIVE
Use the New Tristram waypoint to go to the Old Ruins
 
Now, after talking to Leah we know for now, that her uncle was present in the Old Cathedral when the Star fell down upon the Cathedral. She tells us that her uncle may still live inside the debris and you can help her search for her uncle. Just walk into the way point in New Tristram and go back to the Old Ruins where you fought the Wretched Queen.
 
OBJECTIVE
Go to the Old Tristram Gate
 
Talk to Leah again and she goes ahead and opens up the gate to Old Tristram.
 
OBJECTIVE
Find Adria's Hut
 
Adria was Leah's estranged mother. Leah knew her uncle better than she knew her mother. There are very few enemies here but you should look around for a glowing chest which will contail a rare item. You will also come to a bridge to the southeast which leads to Adria's Hut.
 
OBJECTIVE
Search Adria's Hut
 
Enter the hut and you will see that there are a lot of dead bodies – will they rise up? that is for you to find out. Anyway, you may also have learned that this is the area where Captain Daltyn from New Tristram led his militia in his final stand against the Risen. You may look around for the Captain's Corpse in a bid to find a piece of rare equipment but his corpse is nowhere to be found.
 
OBJECTIVE
Enter the Hidden Cellar in Adria's Hut
 
Keep moving about in the hut and Leah will discover a ladder which leads down into the secret cellar of the hut.
 
OBJECTIVE
Explore the Hidden Cellar
 
Go down to the hidden cellar and look around revealing parts of the story of Leah's Mother.
 
OBJECTIVE
Kill Captain Daltyn and the Risen
 
And then..poof, You get to meet Captain Daltyn and some Rise. Captain Daltyn cannot summon any Risen so you can just kill of all the Risen quickly first before concentrating on the captain. He has only about 80 Hit Points and when killed, yields 500 Xp. Even though there is a lot of hye surrounding Captain Dalytin, you will soon get to know why he was so easily killed by the Risen – he is not a match even after he is dead. You can take him out with a lot of ease.
 
OBJECTIVE
Talk to Leah in the Hidden Cellar
 
After you kill off the Captain, search the Cauldron in the center of the area abd then go back and talk to Leah. She is going to go back to New Tirstram and you have the key to the Cathedral so move ahead.
 
OBJECTIVE
Go to the Cathedral
 
You come out of the cellar after that and Risen come up too. The Cathedral is to the north from here so move up. You will again come across a lot of corpses which you can search but keep your eye out for the risen and walking corpses. The Cathedral is close-by and when you reach it, use the key you have to open and go into the Cathedral.
 
Note: You can also find a mass grave to the side of the road beneath a Snarled Tree, if you can search it then go down and kill the enemies here and you have a chance to pick up a rare item.
 
OBJECTIVE
Enter Cathedral Level 1
 
You can see the humongous hold on the ground – it is evident that the crater fell there so kill the remaining enemies and go into the crater.
 
OBJECTIVE
Search for signs of Deckard Cain in the Cathedral
 
Gp down the stairs to where the falling start left a crater in it's wake. There's a wooden door around the corner to the south, break it to enter the Dungeon's main area. Now, if your forgot, then we are here to find Deckerd Cain = Leah's Uncle who is believed to be trapped deep inside the Cathedral. 
 
You will face new enemies in this Dungeon which include Grotesques. Unlike any other enemy you encountered till now, after you deplete the Grothesque's health fully, it will explode cause damage in a small area around it and out of the explosion you may find some corpse worms coming out. Be very careful while fighting the Grotesques and back off before you get caught in the explosion.
 
Apart from the Grotesques, you will also face some Carrion Bats – you can hear the flutter of their wings throughout the dungoen. One of them is also a rare enemy – the Molten Carrion Bat which leaves a trail of fire in it's path. To be truthful, the most difficult monster till now will be the Molten Carrion Bat. Avoid going in the middle of a group of bats and try to take them out one by one in isolation. The Molten Bat will also explode like a Grotesque.
 
You need to look around in this area for a door which can be opened, it leads you to Leoric's Passage. If you look around carefull and go thru all the blocked paths and bolted doors, you will find the Scribe's Lanterns which can uncover parts of the Lachdanans Scrolls.
 
OBJECTIVE
Kill the skeletons attacking Deckerd Cain
 
You will come to Deckerd Cain as soon as you enter Leoric's Passage. But he is right in the middle of a fight. You will see how the Royal Henchmen rise and you need to hurry down the stairs to kill the enemies here.
 
After the first wave, another wave of enemies come in along with the Headcleaver. The headcleaver is slightly larger than the normal henchmen. He yeilds 550 Exp upon death and when he is laughing, he is left open so make sure you get him.
 
OBJECTIVE
Talk to Deckard Cain in Leoric's Passage
 
Talk to Cain and take his gratitude but look around for anything interesting before you get to Cain.
 
OBJECTIVE
Follow Deckard Cain
 
Follow Cain who opens a secret exit to the Cathderal Gardens.
 
OBJECTIVE
Talk to Leah in New Tristram
 
Follow him back to the waypoint and go back to New Tristram and go back to leah.



A SHATTERED CROWN

Location: New Tristram, Weeping Hollow, The Cemetery
Exp Reward: 325
 
OBJECTIVE
Talk to the Blacksmith Haedric Eamon
 
The barricade which was blocking us off from the lower portion of the town has been removed now and thus giving us access to new shops where you can start trading.
 
When you speak to Deckard Cain, he mentions the arrival of the Skeleton King as a part of the prophecy which is to unfold afte the events of the fallen star. He believes that the Blacksmith – Haedric Eamon knows where the King shall rise. Also, he tells us that the King can be put to rest again only if we posses his Crown. Head out and go to the northern part of the town – you can find Haedric near the bottom of the slope near a signpost.
 
OBJECTIVE
Kill the Ravenous Dead in the Cellar of the Damned
 
Now, there are more dead in Tristram than the ones we encountered. Some of them have been locked away in the Cellar of the Damned and so was Haedric's wife Mira as she was bitten and waiting to be transformed too. Haedric wants us to kill Mira to end her suffering and put her to rest, He can lead you into the cellar. Break open the door behind which you will encounter the dead. Start Killing them all.
 
OBJECTIVE
Kill Mira Eamon
 
After you pick off the Ravenous dead, go after the newly transformed Mira Eamon. Mira Eamon turns into a Wretched Mother but is not as powerful and she cannot summon any dead – or maybe we killed all of them around here. You will gain 600 Exp for killing her and 900 for completing the objective.
 
OBJECTIVE
Talk to Headric Eamon in the Cellar of the Damned
 
After Haedric's burden is mollified, ask him now of the King's Crow. He tells us that it was buried with his grandfather – The Chacellor in the cemetery beyond the Weeping Hollow.
 
OBJECTIVE
Open the Northwest Gate
 
You can now open the Northwest gate since you already helped out Headric, and go out of town towards the location of the graveyard. As you come onto the Bridge – a group of Scavengers attack you. After you kill them, head into the Cemetery.
 
OBJECTIVE
Find the Cemetery of the Forsaken in the Weeping Hollow
 
The cemetery of the Forsaken is to the Northeast of the Weeping Hollow but before you directly go there, it is strongly advised to explore the rest of the Hollow – you will face the same old enemies but they are on a higher level. You never know how much gold you can collect or what kinds of things you may come across. Also, killing all of them for Exp is a good excuse.
 
You will sometimes come across a few to a very large group of enemies while exploring the tombs. Ranged fighters will have a better chance here than Melle fighters who can quickly get surrounded if not careful. You can also find the corpse of Haedric's Appretice in the weeping hollow near some brokedown small grave room. You will come to the Cemetery as you follow the winding road leading to the northeast. You will find three crypts here and only one of them takes you to your destination but it is random. You will also find a Resplendent Chest in one of the crypts here near their exits.
 
The Crypt with the crown has two lower floors and the others do not so you know you are in the right one when you are going into a lower level.
 
You may have the chance to come across a blur jar which floats above a raised pedestal. If you interact with the urn, several souls are released into the room and you just need to survive the onslaught for 1 minute to gain additional XP and gold. You should again avoid being surrounded.
 
You may also meet Lady Dunhyld's spirit in one of the halls. You can now collect three sets of body parts which are shown on the ma and return them in the Sarchophagi of the Lord and Lady Dunhyld to get a cool 1370 Exp. You will also face a unique monster – the spirit of Lord Dunhyld who comes in to fight you. Skeletons keep ccoming around you at this point and he has the ability to slow you so be very careful while fighting him and make sure you kill him as soon as you can.
 
As you go down from the second to the third level you will come across the Manglemaw. It really is not intimidating in battle as much as in it's looks. Ranged fighters will have an easy time picking it off and Melee Fighters need to work a bit – you gain 650 Exp for killing it. Now, the entrance to the Chancellor's tomb must be free – go in and down to the last level.
 
OBJECTIVE
Search for the Chancellor's Altar beaneath the Cemetery of the Forsaken
 
The tomb of the Chancellor is guarded by two Guardians. If you close in on them, the orb they release may hit you so it's better to keep away and come to hit them after they fire the orb (for melle's) ranged fighters obviously have a easier time. Also, lookout for the skeletons that rise up during the fight.
 
OBJECTIVE
Kill Chancellor Eamon
 
As soon as you interact with the Altar here, Chancellor Eamon will rise to defeat you. Chancellor Eamon can melee slash you causing knockback and again – ranged fighters have the advantage of staying away from the hits. He can also teleport around the room and will use his Soul Siphon ability to slow your movement speed. But if you have been killing many monsters and not skipping them then you will have a easy time.
 
OBJECTIVE
Take the Skeleton King's crown fron the Chancellor's Altar.
 
Take the Crown from it's resting place and look around for a chest.
 
OBJECTIVE
Use the Town Portal to return to New Tristram
 
If you did not have a chance to explore the rest of the Crypts then you better do it while you are here and then use the portal to get back to New Tristram.
 
OBJECTIVE
Talk to Haedrig Eamon
 
Headrig is in near the center of the Town, go talk to him about the proceedings.

NOTE: Crafting options are now made available to you from Headric, please read the guide on Artiisans and Crafting(link available in tablof of contents above) for more information.



REIGN OF THE BLACK KING

 
Location: Old Ruins, Cathedral's Lower Levels
Exp Reward: 375
 
OBJECTIVE
Use the New tristram waypoint to return to the Cathedral Garden
 
Talk to Deckard Cain again and receive the Knowledge about the whereabouts of the Skeleton King and on what to do with the crown. Then use the Waypoint to go back to the Cathedral Gardens.
 
OBJECTIVE
Enter Leoric's Passage
 
Back in the Gardens, look around if you want to and go back into the Mausoleum where you first met Deckard Cain and fought with the Royal Guards.
 
OBJECTIVE
Go to the Cathedral Level 2 through Ornate Door
 
Then go down the small set of stairs inside Leoric's Passage and you come to a large golden ornate door – you have to posses the crown to open the door here.
 
OBJECTIVE
Descend through the Cathedral
 
The new areas of the Cathedral are much more intense in dread than the first level. You need to go down four more levels to reach the Skeleton King. There will be traps around all the level which you can use as a tactical advantage.
 
You are now in the second level of the Cathedral. This area is filled with enemies like Carrion Bats, Skeletons, Unburied and Tomb Guardians. You already faced the bats and Skeletons so it's no tougie. But the Unburied are larger creatures whose Slam attack will cause a lot of damage. Ranged fighter have an obvious advantage here. Tomb Guardians always jump at you from the Fresco's in the walls and also summon llesser Skeletons to aid them. You will see a purple glow in the wall which indicates the imminent arrival of a Guardian. It is advised that you look out for traps and use them against your enemies to your advantage.
 
Keep going thru the level and you will come to the stairs leading deeper into the Dungeon.
 
OBJECTIVE
Give aid to the Warrior
 
As you come into this level you will see what seems to be a ritual among the Dark Cultists. There are about seven of them in a circle around a warrior. They also keep summoning Necromantic Minions as long as their circle is intact and the ritual is going on. Quickly kill three of them and the Warrior breaks himself loose to fight alongside you. Kill all of them and speak to the Warrior.
 
OBJECTIVE
Find the Warrior's Stolen Items
 
The warrior promises to reward you if you help him. You will probably find his stolen items up the stairs leading away from the dias where the ritual was being conducted. You will also be able to see a Waypoint here which can take us back to New Tristram.
 
OBJECTIVE
Find and Kill Jondar
 
More enemies appear as you near the chest containing the warrior's stuff. You will learn that he is a Templar and wants to kill someone called Jondar who guards the access to the Skeleton King.
 
Go to the other side of this area and fight the enemies here, you may find a chest nearby. Go down the stairs to Jondar.
 
Jondar has the ability to summon more skeletons on his side. He also keeps shooting poison all around the place. It is advised to kill Jondar as quickly as possible before getting to the Skeletons he summons. You will gain a reward of 700 Exp for killing him.
 
OBJECTIVE
Join the Templar
 
The Templar is now available as your first follower and you can hire him if you want assistance in defeating the Skeleton King, if you do not want him now, you can meet him again in New Tristram near the waypoint in the center of town. For more information on all the followers, read the follower section of this guide on the first page. My advise is that you should let him tag along for the rest of the mission.
 
OBJECTIVE
Search for the Royal Crypt
 
The fourth level is larger than the previous levels and as a result also has more enemies. The new kind of enemies you face here are the Skeletal Shieldbearers and Archers. You will also face Harvesters which like the Grotesque explode when killed releasing Imps instead of Corpse Worms. Make sure you look around all the places here and kill everything in your path, you will also gain a good amount of loot. Make sure you keep and eye out for the entrance to the Royal Crypts as you move about. When fighting a group of enemies, make sure you manage the health globes that fall properly – they stay around for a minute before dissappearing so do not pick one up if you don't need it.
 
OBJECTIVE
Find the Crypt of the Skeleton King
 
As you descend into the Royal Crypt, be preapared for a very very big fight. You will see a small drama concerning Leoric, move closer to him and he activates the four pillars in the center of this place. While each pillar is active, they keep summoning an endless barrage of Skeletons and Archers, you should destroy the Pillars as soon as possible and by each destroyed Pillar, the number of Skeletons diminishes, but you should take out the skeletons near you to avoid too much damage. Area of Effect skills work wonders here and also, if you have the templar with you, he will help a lot too. Make sure you are taking those health obrs that keep falling. After you destroy all four pillars, the enemies stop coming.
 
The entrance to the Crypt of the Skeleton King in nearby, to the left of the waypoint. You should replenish your supplies before going to fight the King so go back thru this waypoint to New Tristram if want to.
 
OBJECTIVE
Enter the Crypt of the Skeleton King
 
You will face a few hurdles before you can go to the throne but none of them are too difficult.
 
OBJECTIVE
Kill the Returned
 
The Returned are easy to kill – they were supposed to be easy because you are supposed to replenish your resource before you fight with the King. After you are done here, run ahead to meet the Skeleton King.
 
OBJECTIVE
Place Leoric's Crown on the Skeleton King
 
As soon as you plce the Crown you took from the Chancellor, the Skeleton king rises.
 
OBJECTIVE
Kill the Skeleton King
 
BOSS: SKELETON KING
The Skeleton King is your first real challenge in the game. The Skeleton Kings has two primary attacks – a Cleave attack and a WHirlwind Attack. He also summons a group of lower enemies to fight against you but never take your eyes off the Skeleton King. When he is in Whirlwind Mode, you can also lead him into his own soldiers and let them have it. The Skeleton King will also teleport away from the Hero and this makes it difficult to unleash a barrage of attacks. Monks especially will have a hard time against the Skeleton King. If the King gets too close, then make sure you counter-attack him and try to move back if he teleports close to you. The Skeleton King has a ton of HP and is immune to Poison so you will be here for a while.
 
OBJECTIVE
Enter the Desolate Chamber
 
After you take him out you will be rewarded with 5k Exp. There's a secret passage behind the Skeleton King's Throne which can take you to the Desolate Chamber.
 
OBJECTIVE
Talk to the Stranger in the Desolate Chamber
 
Go down all the way to the palce where the falling star supposedly struck – you can see that there is no star but just some stranger, talk to him.
 
OBJECTIVE
Return to New Tristram
 
Follow him back out of the Crater and to New Tristram.
 
OBJECTIVE
Talk to Deckard Cain
 
Go to Deckard Cain now to get some information out of all the confusion.


….
SWORD OF THE STRANGER

 
Location: The Fields
Exp Reward: 1125
 
OBJECTIVES
Go to the Fields of Misery
 
Listen to what Cain and the Stranger are talking about and you will learn that a piece of the Stranger's sword dropped in a nearby place called The Fields of Misery. Use the waypoint to travel to the Cemetery of the Forsaken and bring down the gate in the northwest corner to gain access to the fields.
 
If you come across a cave with a yellow glow then they are part of optional quests which are listed below –
 
As you look around for Khazra's Den you may come along to a abandones farm with the body of a large dead animal. This is the Forlorn form and if you inspect the animal for loot, a group of Burrowing Leapers attack you. After you kill all of them, a farmer comes out of his cellar and thanks you. He asks you to go meet his wife in the Cellar – you will find a Resplendent Chest if you go down there.
 
If you are unlucky enough, the Fields of Misery may lead you to the Decaying Crypt. You'll come across several new enemies in the dungeon here. If you go down to the second level you can meet the ghost of Willa Rathe. She wants you to ssist her in ending her family's cursed existence. You need to kill three of her family members who have turned into three different kinds of Hellspawn. One is Father Rathe, the second is Mother Rathe and the last is Little Jebby Rathe. You will also need to fight a lot of living dead and so this place is ideal o rack up some nice Exp. You will also find another Resplendent Chest here. There are tons of enemies down in the lower level of this Dungeon and can easily outnumber you so be very careful while moving around.
 
You will also come across a Resplenden Chest in plain sight sitting before a Large Tree. As soon as you move close to it a Wood Wraith will attack you and will also summon additional Wood Wraiths to help him. This area is known as the Secluded Grove and you may find it very difficult to face all of them at once so you can just go back to the gate of the Fields of Misery so they funnel it towards you one by one.
 
There is a chance you might stumble onto another dungeon in the Fields of Misery. You will come across many Wuill Demons and Leapers and also a lot of chests. If you go down to the second level you can meet Tashun the Miner. If you speak to him, he tells you that he came here to find precious Gemstones. He wants us to escort him to the end of the cave to find two Ore Veins. If you go to the end, you can find bothe Veins but you will be attacked by some Rare Burrowing Leapers near the Vein of Metals. After killing all of them Tashun will shot you some armours and weapons he's carrying to sell. 
 
If you come across the Scavenger's Den then prepare yourself for the biggest battle you have had till now. If you choose to go inside (I don't see why not), you face hordes upon hordes of quill demons and other monsters and in the end you will find a Resplendent Chest.
 
If you go on the boundary of the Fields of Misery, you may come across a Pillage Home in which you will find several dead villagers. Also, some merchants are still living here and are willing to barter with you.
 
OBJECTIVES
Search for the Khazra Den in the Fields of Misery
 
You can find the Entrance To Khazra's Den either in the center of the fields or to the north – it may change location anytime. As you move through this area though, you may encounter several Moon Clan members. They will attack you only if you step into their territory and can easily surround you. Look for chests whenever you see a group of Moon Clan members.
 
OBJECTIVES
Find the Glowing Sword Shard in Khazra Den
 
The entrance to Khzra's Den is a cave with a blur glow. It is also the home for the Moon Clan and you might come across a Healing Well. You will not fight any Moon Clan members but you will surely coem across several Dark Cultists. Battle past them to the other end of the cave.
 
OBJECTIVES
Kill the cultists surrounding the Glowing Sword Shard
 
Now we come to the fight of the mission. As soon as you get to the rear of the cave, you will see another ritual being performed by the Dark Cultists. They are trying to summon Magdha and a Unique Dark Cultist – Urik The Seer leads them. Urik has a shield of lightning around him which will damage you if you get too close, he also keeps firing Fireballs at us and summons Dark hellions. You should kill him as soon as possible but watchout for the other members too. Kill them and Urik and you will see that the astral projection of Magdha summons another wave of cultists. Kill them too.
 
OBJECTIVES
Take the Glowing Sword Shard
 
After everything is dead, pick up the Glowing Shard Sword Piece.
 
OBJECTIVES
Take the Glowing Sword Shard back to Cain
 
You will now need to fight your way back out thru the Dungeon Stone at the rear end of the cave. Once outside, use the town portal to get back to New Tristram and show the Shard to Deckard Cain.

THE BROKEN BLADE

 
Location: The Drowned Temple
Exp Reward: 4675
 
OBJECTIVE
Go to the Drowned Temple
 
After you gain all the information from Leah and Magdha, use the waypoint to go back to the Fields of Misery and go on the path up to the northeast and you come to the Old Mill.
 
You may meet a Beleaguered Farmer as move move through the fields, who tells you that four Carrion Nests have taken roon in his fields. As you go near them, they throw an endless barrage of Carrions at you. Remember that Carrions are poisonous. Destroy all four nests and go back to the farmer for your reward.
 
OBJECTIVE
Follow the Scoundrel
 
You can pick up a Stolen Sack in which you will find the Scoundrel's Journal Lore. You will meet the Scoundrel as you go up the path who tells you that he's been locked out of the mill by a band of thieves. Follow him up the hill ad thru the locked gate.
 
OBJECTIVE
Talk to the Brigand
 
Speak to the Brigand here but it look like he is going to be senseless.
 
OBJECTIVE
Kill the Brigands
 
The brigands are like stealty thieves. They attack you wil throwing daggers and stuff. After you take out the first wave, you will meet their leader – Nigel Cutthroat and another wave – use the health globes that dropped properly. Both Leah and the Scoundrel help you so you do not have to worry too much. After they are all taken care of, the Scoundrel takes what he came looking for to this place.
 
OBJECTIVE
Speak with the Scoundrel
 
Speak with the Scoundrel after he collects the relic from the farmer's daughter.
 
OBJECTIVE
Take the Scoundrel north to the Waypoint
 
You can now hire the Scoundrel anytime and he is always found in New Tristram. Go past the Old Mill to the northeast and make your way to the waypoint at the Drowned Temple. Enter the gate nearby and you will have come into the temple.
 
OBJECTIVE
Talk to Alaric
 
You will meet Alaric – the guardian of this place. He wants you to prove yourself by bringing him two keys from the Warrior's Rest and the Crypt of the Anients. They are in the Festering Woods and he raises a bridge for use to cross over to the woods.
 
OBJECTIVE
Go to the Festering Woods
 
Go across the Bridge and enter the Festering Woods.
 
On the South End of the Festering Woods you will come to a monument. Go inside on top of the stairs and a rare Ancient along with his minions attacks you. Stay on top of the stairs and Leah and the Scoundrel make easy pickings. However, after the battle, you will get piece of Lore.
 
OBJECTIVE
Retreive the Beacon of Light from the Crypt of the Ancients
 
You will come across Enraged Phantoms and Ghouls in this area. Both of them keep moving about at attack you. You should also try to move away from them and kill the Ghouls first before going for the Phantom. There's a Waypoint inbetween the two tombs which you can use to go back to New Tristram if you wish to. Fight thru to the Crypt of Ancients – you will face Summoners here which summon some Returneds to fight you, you will need to kill the summoned creatures to get to the summoners. Claim the Beacon of Light and return to the surface and enter the next place.
 
OBJECTIVE
Retrevie the Beacon of Honor from the Warrior's Rest
 
If you are unlucky enough, you may come across a Rare Dark Skeletal Archer – thsi guy is a bit difficult to take down but nothing impossible. Lure your enemies onto the land bridge to choke their numbers. As soon as you pick up the Beacon here too, go back to the Drowned Temple.
 
OBJECTIVE
Place the Beacons on the Pedestals
 
Go back and place the Beacons on the two pedestals to gain entry to the Temple of Nephalem.
 
OBJECTIVE
Enter the Drowned Temple
 
Enter the temple and cross the half broken bridge to the other side.
 
OBJECTIVE
Explore the Temple
 
You can find an Ancient Chest on a platform to the left and more enemies moving about. You will also come to a Well of Health.
 
OBJECTIVE
Kill Ezek the Prophet and the Skeletons
 
You will first meet Ezek the Prophet. He's got a big axe and a lot of health. You can stay close to the bridge and move back to narrow down the onslaught of the enemy. If you are a ranged player then you will have an easier time picking out Ezek since he may not be able to harm you. Look out for the Health Globes on the ground and use a potion if you need to. But as soon as you kill Ezek three more Skeleton Warriors rise to defend the path ahead.
 
The three brothers are – Karel, Larel and Moek and are a bigger headache than Ezek. Moek is the fast one and you can promptly lure him away and kill him first, Karel will cause knockback so try to stay a bit away from him, the real problem however is with Larel who is a Molten trait monster – he can burn down melee fighters (if you are of lvl 11 or higher then you may actually have an easier time).
 
OBJECTIVE
Talk to Alaric in the Drowned Temple
 
After killing the three brothers, talk to Alaric and he gives you a reward.
 
OBJECTIVE
Secure the Glowing Sword Shard
 
You can see Maghda in the end to the right side. She gives away the shard but also summons some of her lackeys – who quite frankley – pose minimal threat after taht fight with the brothers.
 
OBJECTIVE
Return the Glowing Sword Shard to New Tristram
 
Go back to Deckard Cain and give him the second piece of the Glowing Sword Shard.

THE DOOM IN WORTHAM

 
Location: Wortham
Exp Reward: 6285
 
OBJECTIVES
Talk to the Ferryman
 
Take Leah and go to the slope where you first met Headric the Blacksmith in the north. Go left onto the dock and speak to the ferryman to take you to Wortham.
 
OBJECTIVES
Travel to the center of Wortham
 
You will see that Wortham is already in complete destruction and is literally burning. You will need to fight the Dark Zealots and also Dark Evokers who are responsible for all the buildings on fire – so you know what to expect. They are no big deal if you are a ranged class. Follow the main road all the way to the Chapel.
 
OBJECTIVES
Kill the Cultists outside the Chapel
 
As you move down the road, a villager comes running at you and wants us to save all the villagers who are inside the Chapel. Stand out of the courtyard to draw enemies towards you. Kill all of them and proceed inside to Maghda.
 
OBJECTIVES
Kill Uzrel Mordreg
 
Magdha summons Uzrel – he's another molten enemy with the ability to cast fireballs and summon carrions. It is wise to continuosly apply pressure on him so that he does not get the chance to keep summoning. He is also a Melee fighter and ranged fighters fare better.
 
OBJECTIVES
Kill the Dark Berserkers
 
Immediately after Uzrel, Dark Berserkers attack you. These are very bad foes to ranged users. Do not lose sight of them and always try to keep them ahead of you – move back if you need to and attack them when their clubs are stuck in the ground.
 
OBJECTIVES
Talk to the Priest
 
After you kill all of the Berserkers, go talk to the priest outside the Chapel.
 
OBJECTIVES
Enter the Wortham Chapel Cellar
 
The priest reveals a secret entrance to the chapel. Go inside..
 
OBJECTIVES
Search for the Sword Hit
 
You will come to a dead body – it's of Virgil – the guy who was supposed to be having the hilt but it's not on him. Maghda then makes a surprise appearance and gives you an account of what she has been up to all this while.
 
OBJECTIVES
Talk to Deckard Cain in Cain's House
 
Use the waypoint here to go back to New Tristram.
 
OBJECTIVES
Enter Cain's House in New Tristram
 
Go to Cain's house – the one just beside the Slaughtered Calf Inn and speak to him.

TRAILING THE COVEN

 
Location: The Highlands
Exp Reward: 5500
 
OBJECTIVES
Enter the Caves of Araneae above Wortham
 
Head back through the waypoint to Wortham Chapel and go thru the gate on the other side of the chapel to Wortham Bluffs. There's a chance to meet Rodger here who's an alchemist, then go down the hill on the left and you will come to the caves.
 
If you come across Rodger, he wants you to take a potion to a crazed hermit down the stairs near the entrance of the caves.
 
OBJECTIVES
Search for the Chambers of Queen Araneae
 
Okay, you should know that you will be facing spiders from now and they are not easy to beat. You may be overwhelmed by their large numbers at times and heroes with poison resistance and Witch Doctors will have an easier time traversing thru the cave. The Arachnids slow your movement and if there are many coming at you, you will certainly face trouble. Make sure you are never surrounded and use area of effect attacks. Keep going thru the cavern, it has a few forks and dead ends, move cautiously.
 
OBJECTIVES
Talk to the woman trapped in the web
 
You will soon come to the chamber of the Queen Araneae – approach the woman trapped in the web.
 
OBJECTIVES
Kill Queen Araneae
 
As soon as you approach the woman a large – I mean a very very large spider drops down from the ceiling and guess who it is… the Queen herself. Like a real spider, the Queen likes to play with her prey, often trying to trap, poison and slow her food. If you are close to the queen then she either bites you or tries to stab you with her foot. If you move away from her, she spit's venom or web that will slow you down. If you are slowed then she may even charge at you. The Queen also has a special attack where she spits poison on the floor which deals continuous damage all the while you are standing in it. After you beat her to about half her health, she moves back and summons a fleet of spiders. They are easier to kill than the ones you previously encountered. Kill all of them and the Queen comes back, this happens once more at quarter health. The spiders which she summons have a chance of dropping health orbs – be on the look out for them.
 
OBJECTIVES
Harvest the Pool of Venom in the Spider Queen's Lair
 
The pool of Venom is on the ground in the far corner of this chamber.
 
OBJECTIVES
Free Karyna with the Venom
 
Use the venom to free Karyna from the web.
 
OBJECTIVES
Go out into the Highlands Crossing
 
Now, lead her out of the chambers via the opening on the far end of the chamber here.
 
OBJECTIVES
Talk to Karyna
 
Karyna has some useful information on the Coven so learn everything you can from her.
 
OBJECTIVES
Find the Khzra Staff
 
Karyna tells you that she saw the Coven in Leoric's Manor which is far to the North. Karyna tells you that she stole a staff and if you bring it back from her cart and give it to the Dark Moon Clan, they will let you pass through the barricade before the Manor.
 
You can use the Waypoint to return to New Tristram. The bridge here leads to the Southern Highlands area. This area can be very dangerous to players who have not been levelling up their character to their full potential. Karyna's Wagon is to the west across the Southern Highlands and as soon as you pick up the staff, you will face Goatmen.
 
There is a chance that you may come across this two level dungeon. You will find some Moon Clan members and more spiders inside. On the first level, you should gather all the notes of Urik the Seer and then go down to the second level. There's another set of Urik's notes here in the middle of all the dead ends – you may also find some Resplendent Chests, use the dungeon stone in the end to exit.
 
You may also come across a watch tower as you go by the western edge of the Southern Highlands. The upper level has Dark Cultists and the lower level has all kinds of Returneds.
 
Some of the Goatmen have a camp in the Highlands. This camp is a very dangerous place and you will face a unique Moon Claner Rambolt the Lunatic and about twenty of his followers.
 
You may come across the ghost of a goatman called Gharbad. He wants you to retrieve a shard of ressurection from atop a funeral pyre so that he can return to life. As soon as you speak to Gharbad an army of Khazra ghosts appear. Defeat all of them and return to Gharbad. You may have guessed it – the coney attacks you immediately as he transforms. He also has a few Impalers with him. Things will be easy if you do ranged attacks.
 
OBJECTIVES
Approach the Khzra Barricade
 
The Barricade lies to the north and you may come across several traps as you head there. You should explore all of the Highlands and do as many side missions listed above as possible. Each enemy you kill will give you a great deal of Exp. Before you come to the barricade make sure you are prepared for an assault. This fight here is also a bit difficult. You will come into the Northern Highlands after this and have a chance to kill a Rare Withermoth.
 
There's a waypoint in the northwest corner of this place and you will want to get there as soon as possible. You will also come across numerous weapons which can be used to gain materials from salvaging at the Blacksmith.
 
Go up the stairs where the enemies are on the north end of the levelled path and move past the feeble structure to get to Leoric's Hunting Grounds. The Hunting ground is a small area to the north of the Northern Highland just across the bridge to his manor. You will find some structures placed in a triangle – destroy these first as they seem to power up the number of summons around this area. Then move towards the manor.
 
Rarely and with great luck, you may come across Rike the Apothecary in the Highlands. He is near a cave and tells you that Dark Cultists kidnapped his brother to ask for a ransom of Rike's Elixirs. Help Rike by going with him inside the cave and kill all the Dark Clan members as he tries to heal his brother. After it is done you will be rewarded with a lot of Exp.
 
OBJECTIVES
Find Leoric's Manor Courtyard
 
After getting to the Courtyard, cross it and you will come to the entrance.
 
OBJECTIVES
Enter Leoric's Manor
 
The whole manor is crawling with Dark Cultists – they are trying to convert a member of their Clan – The Vessel into the Unholy Thrall. 
 
OBJECTIVES
Explore Leoric's Manor
 
You ought to run towards the vessel and kill him before the transformation. Proceed thru the door and you will overlook Maghda talking to her Coven.
 
OBJECTIVES
Kill the Cultists
 
The Dark Summoners here bring out many Hellions. You ought to move back thru the door you came thru and wait for the Hellions to come at you one by one and then take them out – they are not easy to kill and a follower would really help here. After you kill all the things here, go to where the ritual was being conducted and speak to the sacrficial man.

THE IMPRISONED ANGEL

Location: Halls of Agony
Exp Rewarded: 7700
 
OBJECTIVE
Enter the Halls of Agony Level 1
 
Go down the stairs outside Leoric's Manor towards the Halls of Agony below the outer balcony. 
.
Side Mission: The Cultist Grand Inquisitor
On the first level here you have a chance to encounter the Cultist Grand Inqusitor with his spawns.
 
You should use all the traps which you find to your advantage agains the Hellions and the Hulks. After a long time of fighting and dodging Giant Cleavers, you will come to the stairs which lead deeper into the Halls of Agony.
 
OBJECTIVE
Enter the Halls of Agony level 2
 
The second level has the entrance to the Highlands Passage but you can also find a waypoint. Search for the Waypoint before going out. You will come across large groups of enemies and as many traps, which can help you thin down their numbers. You should always move near doorways which allow you to thin the enemy numbers you directly face.
.
Side Mission: Stranger in Need
You may come across a stranger who is trapped in an Iron Maiden. Kill the enemies around the maiden and release the stranger.
 
Continue past the exit to the Highlands Passage. The pit below has a Tormented Behemoth and several Inferno Zombies. 
 
OBJECTIVE
Go to the Highlands passage
 
Ranged attackers will have an easire time taking out the Behemoth, after you kill them go up the stairs to the Highlands Passage.
 
OBJECTIVE
Enter the Cursed Hold
 
The bridge here leads to atleast a couple of dozen enemies, move past the bridge and lure the enemies back onto it to narrow their numers.
.
Side Mission: A Reputation Restored
You can either meet Radek the Fence of Kyr the Weaponsmith. If you meet Kyr, he asks you to kill Dargon and his master – a Cultist who are on the far side of the elevated walkway. Speak to Kyr after you kill them to earn XP and he also opens his shop to you.
 
OBJECTIVE
Talk to Queen Asylla
 
Fight your way across the Highlands Passage and follow the path to come to the Cursed Hold. Go in and speak to the ghost of Queen Asylla.
 
OBJECTIVE
Free the six Prisoner's Remains
 
She needs you to free the spirits of six forgotten prisoners inside the Hold. You can pick up her Journal from the chest in her cell near the entrance. All the souls can be found inside the cells where their bodies are, you need to move into all the cells and inspect the prisoner's remains to free the souls. The locations of the cells with the souls are random around the dungeon.
 
You will see that some of the cells have enemies inside them – you can use certain ranged attacks to kill the enemies inside the cells without opening them.
 
OBJECTIVE
Kill the Warden
 
You will come across a four way intersection in the center of Cursed Hold where you can see the Warden. You can access the stairs leading into the deeper levels only after you kill the Warden. Remember that there is a health well somewhere inside here. You can run away from the Warden to search for the well but his minions will come after you – kill them and find the location of the well. The Warden is a great Melee fighter and you should try to stay away from him as much as possible, melee fighters should make hits and move out of the way when the Warden begins his attacks.
 
The stairs leading to the lower level are behind a spiked grill gate which is to the south side of the southern passage of where the Warden was. You will have to keep fighting all along your way.
.
Side Mission: Death of a Queen
Break the door which is to the left of the stairs to see a small play by ghosts, if you stay till the credits roll you will be able to uncover a piece of Lore.
 
OBJECTIVE
Search for the Chamber of Suffering
 
After coming into this level you will face a lot of Zealots and Dark Vessels who turn into Unholy Thralls. You will also see some Mushy Lecterns here, search all of them for journal entiries from Leoric's Journal. The lower level of the Dungeon is just ahead down the stairs. This is the Chamber of Suffering…
 
OBJECTIVE
Kill the Butcher
 
The Butcher is the largest Demon you have faced and if you are wondering – a Butcher is a demon which was directly under Diablo's Command. So you know how kick a** it can be. Before you even think about fighting the Butcher, learn of your surroundings. The floor is divided into segments from which fire shoots up randomly. You should definitely avoid the fire. The Butcher can melee attack you with his massive hammer. But if you stay far away from him, it won't touch you, the second attack is followed by a sequence of hops  – so you will know when to move away. The Butcher also has a deadly chain and he can either latch onto you and pull you closer and stun you or just throw the chain like crazy and do piercing damage. There are two healing wells at the upper corner of this mini hell. You should constantly move to avoid the fire from below. Remember that the wells need a 30sec cooldown before they can be used again. The Butcher can also charge at heroes who are far away and will usually ram into the walls if you are quick enough to move out of his way. When he rams into the walls, he will remain stunned for several seconds and this is you que to get back at him. Keep repeating this and after considerable toil, you will be able to take him down.
 
OBJECTIVE
Find the Stranger
 
Search the Butcher and move further inside, go down the circular stairs and you will come to the stranger.
 
OBJECTIVE
Kill the Cultists Surrounding the Stranger
 
After the fight with the Butcher, this will seem like slapping an old man. Kill everyone – but you still ought to be careful of their summons. Kill the Cultists trapping the Stranger.
 
OBJECTIVE
Talk to the Stranger
 
After he is reunited with his sword, the stranger becomes none other than…..find out for yourself.

RETURN TO NEW TRISTRAM

 
OBJECTIVE
Talk to Tyrael in New Tristram
 
After speaking to Tyrael, move thru his portal to get back to the town and speak to him again about going to Cladeum.
 
OBJECTIVE
Talk to the Caravan Leader
 
When you are ready to move onto the next act of the game, talk to the Caravan Leader (greeny).

ACT II

 
NOTE
 
Your stash comes along with the Caravan and so will your followers and the Blacksmith. The Caravan will station itself in a hidden camp on a cliff overlooking Caldeum and it will remain there for the rest of the act.
 

SHADOWS IN THE DESERT

 
Location: Caldeum, Howling Plateau
Exp: 4400
 
OBJECTIVES
Go to the Caldeum Bazzar
 
Okay, many developments have happened since the last act, Cain is well, you know… You met an Archangel and Maghda is still running loose. You are on a cliff which is overlooking Caldeum. Look around the area and talk to Leah to get the quest started. Leah and Tyrael go to search for Belial while you go to get Maghda. Go down the stairs which are at the north end of the camp and you will come to the caldeum Bazzar.
 
OBJECTIVES
Talk to Asheara
 
As you go past the entrance of the Bazzar, you should come across Asheara who is the commander of the Iron Wolves. If you talk to her she tells you what she knows about Maghda. She tells you that Maghda is going to Alcarnus and you can raech her by going through the Khasim Outpost beyond the Sundered Canyon.
 
OBJECTIVES
Go thru the Sundered Canyon
 
You can spend some gold around the Bazzar if you are itchy or you can stock up on some health potions (the local Innkeep has them). After speaking to Asheara you can also meet Leah and Tyrael near the arch – they happen to have some good information.
 
The exit to the deseart is in the northeast part of this place beyond Lugo. The guards near the gate as you to find Captain Davyd if you do reach Khasim Outpost.
 
OBJECTIVES
Kill the ambushing cultists
 
Go down the path and you will come to the Enchantress in a little while – she is as good as a follower can get and she has some bitter encounters with the ccoven of her own.
 
You will come across new enemies here, some Sand Wasps and also a few Lacuni. Try to evade the projectile attacks of the Wasps and move around them to make the kill. Just make your way to the end of the Canyon. You will also face the Coven members who appear before you.
 
OBJECTIVES
Talk to the Enchantress in Sundered Canyon
 
After you kill the Cultists, speak to the Enchantress.
 
OBJECTIVES
Kill the lacuni attacking the Iron Wolves
 
After the Enchantress stops the illusion of the canyon, move ahead and you will come to one of the captains of the Iron WOlves – Jarulf who is being attacked by the Lacuni. Quickly kill the Lacuni before they assassinate the leader of this pack of the wolves.
 
OBJECTIVES
Talk to Iron Wolf Jarulf
 
Talk to Jarulf who as more information for us.
 
This is a very very deadly area and you should enter this place knowing that you will need a lot of health potions to make it through. This area has a lot of new monsters which are worms and bugs – the worst of their kind too.
 
If you come across a lost little girl near a bunch of small houses then beware. If you get near, Dark Cultists will attack you and the girl is just an Illusion. They are accompanied by some Hellions nad Berserker Champions. If you are having too much difficulty then just go back thru the door to allow them to come at you one by one.
 
Check out the mining lifts and boardwalks for a miner near a resplendent chest. Stay there and protect him from the waves of the Fallen till he can fix the lifts. After that, you get your Exp bonus and also the contents of the Resplendent Chest.
 
OBJECTIVES
Disrupt the Hidden Conclave ritual
 
You will come into the Howling Plateau which is the home of the Lacuni and also a host to various other vicious monsters. As you go on the main road leading out of the Sundered Canyon, you will come to the Black Canyon Bridge but the bridge is being blocked by magic. We need to find whoever is casting the spells.
 
Look around the desert for the Cultists, the Enchantress will be of great help here. After she uncovers the foopprints, head northwest to the Hidden Conclave and enter the portal there. You will come to the Ritual. Kill the Vicious Mangler and all the cultists here to stop the spell.
 
OBJECTIVES
Disrupt the Secret Altar Ritual
 
Move to the east in the Howling Plateau and you find another set of hidden foot prints. Follow these tracks and you will come to the Secret Altar. You will face even more enemies here including Frenzied Hellions, Vicious Manglers among many other. Ranged attackers have an easier time here and can also retreat out of this building if they need to heal, melee fighter however will need to be more careful – use the health orb drops carefully.
 
You have a chance of finding the body of a cultist in the in the hidden conclave. Inspect the corpse to find a lore.
 
OBJECTIVES
Go to the Black Canyon Bridge
 
After the two spells have been stoppend, the magic blocking the Canyon Bridge is now open. Head there and cross the Bridge. The Black canyon Bridge is located towards the north side of the Plateau.
 
OBJECTIVES
Talk to the Enchantress
 
Speak to the Enchantress once you reach the bridge and consider using the Town Portal to go back and re-stock if you need to before continuing.

THE ROAD TO ALCARNUS

 
Location: Black Canyon Mines, Khasim Outpost
Exp Reward: 4600
 
OBJECTIVE
Cross the Black Canyon Bridge
 
If you are in the city then go back thru the waypoint to the Black Canyon Bridge, cross the bridge and you come to the mines area. 
 
OBJECTIVE
Find Khasim Outpost
 
Move along the road and you will see that the entrance ahead has been blocked. Look around for items and treasure. You will come across and lot of Fallen. The overseers are especially notorious – attack from a distance if possible. You will find a lot of treasure in the cellars in this area. Go to the Stinging Winds area from the narrow path to the west.
 
There is a possiblity to encounter some rare monsters in this area. So if are looking for a rare item in the normal difficulty or legendary item in the higher difficulty then you ought to stay in this area for a long time. If you want to move out of this area then locate the winding boardwalk leading up a hill to the northwest and you will come to the Khasim Outpost and a waypoint.
 
OBJECTIVE
Talk to Lieutenant Vachem
 
You may find a Deserted Cellar while looking around and in it is possibly a unique called Hurax which is an unholy thrall. If you manage to move inside after killing the things you will find a lot of loot to collect. There are several deserted cellars and you will find only one of the uniques listed in one playthrough.
 
If you come across another "Deserted Cellar", go in and you will come to a unique. Graveljaw the Devourer is a rockworm in a hole. After you kill it, enter the crater and you will come into the tunnels to find some loot.
 
If you come into the Blood Cellar then you will face a lot of Fallen Hounds. If you manage to kill all of them then a survivor will come out and give you a small reward.
It is highly recommended that you get in here another time after you gain a few levels from other side quests. The runis can be an extremely dangerous place where you will face extrodinarily difficult enemies. You should have a follower with you before you enter this place. If you do make it thru then there can be a great deal of wonderful loot to take. If you face Serpent Magus in the ruins then you will see the power of a true enemy. it can make a boundary around the hero with lightning which may instantly kill if you touch it.
 
If you enter the Chamber of the Lost Idol you can talk to Pltahr. He needs you to go with him to search for the Rygnar Idol. You may face some Guardians in there and a lot of dead people to loot from. The Ryngar idol in the middle of the area will have four guardians around the idol. They are usually Frost Guardians and are very tough – especially if you are surrounded by it. If you manage to kill off all the guardians then make sure you explore all of the place before going back out.
 
If you can enter the Crumbling Vault then you will face all kinds of enemies. But amidst all the enemies, you will find a portal which leads into the Treasure Room where you will find more loot and a Resplendent Chest and a portal taking you back out. You will need to hurry inside the Vault to go to the Treasure Vault in time.
 
Sometimes when you are travelling to the west of Stinging WInds, you will come to a Lost Caravan. You will find Beyall the Reviver, a Lightning Trait Unique. He also summons a ton of Fallen to assist him.
 
If you do not find the Lost Caravan then you have a chance to get come across Mehtan. Assist Mehtan and use the totems nearby to summon Deathly Haunts. After you kill all of them some Cultists appear, kill them too for the reward. Search around here for another piece of Lore.
 
OBJECTIVE
Enter the Command Post
 
You will find some Guard's Orders Document in a chest around the corner past the guards when you enter this place. After that, speak to Lt. Vachem. He mentions that Captain Davyd has the gate key and is in the command post. Go into the basement nearby to find Maghda.
 
OBJECTIVE
Kill the demons in the Command Post
 
As soon as you enter this place, Maghda will escape and the guards here turn into Writhing Deceivers. Kill them.
 
OBJECTIVE
Open the Locked Cage
 
Open the cages to free Captain Dayvd and members of the Iron Wolves.
 
OBJECTIVE
Kill the disguised demons in the Khasim Outpost
 
Obviously the guards outside must also be under disguidse so move out and kill everyone. 
 
OBJECTIVE
Talk to Captain Davyd in Khasim Outpost
 
You will face more Derpent Magus and Writhing Deceivers here. Magus conjure a lightning ring which are extremely lethal but you will have a lot of help from the Wolves.
 
After you kill the monsters, Davyd opens the gates, head out immediately to Alcarnus.

CITY OF BLOOD

 
Location: Stinging Winds, Alcarnus
Exp Reward: 6600
 
OBJECTIVES
Travel through Khasim Outpost's east gate
 
Move through the east gate and you will come to the second part of Stinging Winds and like the previous area, this place too has a few things you can do.
 
If you did not come across this quest in the previous area of the Stinging Winds then you have a chance to meet Mehtan the Necromancer. Assist Mehtan and use the totems nearby to summon Deathly Haunts. After you kill all of them some Cultists appear, kill them too for the reward. Search around here for another piece of Lore.
 
If you do not come across the necromancer above then in the center of the Stinging Winds you will come to the entrance of a small mining cave. Enter this cave to meet the Dervish Lord (unique). This may be the first time you will see the Extra Health trait (the monster has 150% health). After you kill everything in the cave, raise the lift in the center to come to a secret chest.
 
OBJECTIVES
Find Alcarnus
 
Make your way south in a zigzag way thru the Stinging Winds. The road which takes you to Alcarnus is in the South East portion and you will likely come across many more enemies before you reach there.
 
When you come to the Road to Alcarnus you will see a waypoint. Take it back and refill your potions or any other stuff you may want with you for a long and hard fight (there are going to be many of those). The exit is to the east of the road so move west first and look around. When you get to the East side then you have to deal with the Shatterbone. Use the enemies around it as supple for health globes.
 
The Shatterbone is a Unique Dark Berserker. It has Frenzy and Extra Health. Like the other berserkers, if it misses the overhead attack, you can keep hitting it for a few seconds while it's club is stuck in the ground. Try to stay behind the beast and attack it. Continue across the bridge and finally into Alcarnus.
 
OBJECTIVES
Find the Lair of the Witch in Alcarnus
 
Alcarnus can be very dangerous if you are always stuck in one place. You need to keep moving all the time and lure enemies behind you one by one to kill them. If you travel north of the town you will come to some stairs where you see some Summoners and Vessels standing in circles.
 
There are many cellars you come across in the town and each has it's own set of enemies amd sometimes, you may also come across a prisoner in a cage.
 
The locations of the prisoners are on you mini map. Save atleast 8 of them to get a bonus on XP and gold.
 
Kill the Corrupted Vessels before they transform. You may be pushed back because of all the enemies so you can go back and come back to fight or lead the enemies to another area. The Witch's Lair is in the Northeast corner of Alcarnus.
 
You will find the second of lores (the first was on the dead courier in the desert) if you see a tortured coven minion.
 
OBJECTIVES
Kill Maghda
 
You should use the town portal to go back and restock if you need to. Then go back to Maghda.
 
Maghda is obviously going to be powerful but her real power lies within her ability to keep summoning her thralls. She also summons berserkers and cultists to help her. She also keeps teleporting throughout the arena to stay away from you and bring forth a shield which protects here. You should kill the minions while the shield is active and pick up any health orbs. Her special attack is one where is conjures a cloud of moths – you need to stay away from this and she only does this if you get close to her. There's also an achievement you get for not taking any damage from that attack. SO basically, you ought to keep moving and stay away from her while trying to keep attacking her and collect the health globes from the thralls in a tactical manner. After the battle is done you will have some great loot.
 
OBJECTIVES
Return to the Hidden Camp
 
Use your Town Portal to get back to Tyrael in the Camp who tells you that Belial kidnapped Leah while you were away and now we need to find Asheara again.

A ROYAL AUDIENCE

 
Location: Royal Palace
Exp Reward: 1875
 
OBJECTIVE
Talk to Asheara at the Gates of Caldeum
 
Go back to the Bazzar and talk to Asheara who can be found near the bridge leading to the City Gates.
 
OBJECTIVE
Talk to Asheara to enter the Imperial Palace
 
Asheara talks to the Captain here who allows you to pass, talk to Asheara after you cross the bridge.
 
OBJECTIVE
Kill the Demons in the Imperial Palace
 
As you go to the Emperor, you'll see a very funny drama unfurl. Leah is brough into the palace and orders to execute all three of you are given. After the litte turd leaves the room the Writhing Deceivers (I am beginning to hate these things) remove the Illusion and now you get to kill all of them alongside Leah and Asheara (with so much power, one wonders how Leah could ave got caught in the first place).
 
OBJECTIVE
Escape the Imperial Palace
 
Follow Leah back through the city to the sewers. You'll face dozens of Writhing Deceivers and Serpents along wth them. Go south along the walkway and escape the Palace.
 
OBJECTIVE
Destroy the four Demon Summoners
 
You'll come to four Demon Summoners who are guarded by a lot of other enemies. The summoners will keep bringing forth Serpent Magus until you kill them. You need to be quick here or you will be overwhelmed by the magus. Move about as they begin to cast their rings of lightning. After the ones here are dead, continue along the walls of the city and go down the stairs to the sewers where more enemies are waiting for you. Go thru the circular grate to get into the sewers.

UNEXPECTED ALLIES
 
Location: Sewers
Exp Reward: 5200
 
OBJECTIVES
Find the Wretched Pit
 
Leah tells you that her mother is being held in the sewers in a place called the Wretched Pit. The entrance is randomly created around the dungeon so you will need to look around. Just beware of the exploding dead which leave poison clouds behind.
 
The sewers have many corridors and most of them are dead ends. If you keep interacting with the pipes then some Diseased Bodies and Bloated Corpses will attack you. You will also face a wide variety of Sketetal warriors. You will find a ladder which leads into the Wretched Pit.
 
OBJECTIVES
Kill the snakemen guarding Adria
 
As you come into the pit, you will see that Adria is being questioned by a large snakeman and there are several more around them. As you fight your way past the Deceivers, Adria cuts loose and joins you.
 
Goz'turr the Torturer is a unique Serpent Magus. He fights similar to the other snakemen but can teleport and spew something on the land which makes you lose health as long as you are on it. To kill the Torturer, use your most powerful attack each time you see him before he teleports so that you can make it a short fight, there are two people who help you anyway.
 
OBJECTIVES
Talk to Adria in the Wretched Pit
 
After the Unique is killed, talk to Adria and follow her through the portal she makes.
 
OBJECTIVES
Talk to Adria in the Hidden Camp
 
After you are back in the camp, talk to Adria again.

BETRAYER OF THE HORADRIM

 
Location: Dahlgur Oasis
Exp Bonus: 7425
 
OBJECTIVES
Find the oasis gate in the Flooded Causeway.
 
Enter the bazzar and move around to the left to find a sewer entrance going into the Causeway. You ought to seek out Karla who is near the Oasis gate selling equipment. You will also have the chance to find Cain's Lost Satchel which has a piece of Lore.
 
OBJECTIVES
Talk to Emperor Hakan II in the Flooded Causeway.
 
THe Emperor is here in the sewers and came here to meet you. He agrees to help you and opens the gate.
 
OBJECTIVES
Find Dahlgur Oasis.
 
Go down the ladder and you will come to the ruined cistern. The Ruined cistern is another special place (like the Winds area in the desert). It can have a lot of loot and a couple of shirnes. Make sure you look everywhere to earn as much Exp as possible and you will also find a Resplendent Chest if you look carefully. You ought to search for a ladder leading up to the Path to the oasis.
 
OBJECTIVES
Enter the Forgotten Ruins in the Dahlgur Oasis.
 
The path to the Oasis is a very small area having a waypoint. You may find another of Cain's Lore here. The main oasis area has tons of things you can do.
 
If you find this place then be prepared for one of those death trap dungeons filled with vicous enemies – which is exactly what this is. You will come across many many vicous enemies – most notable the Webspitter Spider whose spit can slow you down and allow the enemies to ravage you. This is a two level dungeon which serves the purpose of levilling you up. So stock up on all those potions and have a follower if you must before entering this place.
 
You may come across four people who are being held captive and are tied to poles. Free them and kill all the fallen – destroy as many fallen as possible before you free the next prisoner and Mikal gives you a weapon as a reward.
 
If you keep interacting with the bone piles in this area (there's on pile which looks different) a large army of Skeleton types attack you along with a unique – Fezuul. Just kill them off and loot them.
 
If you meet Zaven the Alchemist, then kill all the Deathly Haunts which are here. Talk to him and he opens up the cave which he wanted to go into. The cave is another death trap but can have great rewards.
 
The cellars around the oasis will have enemies in them terrorizing innocents, you may find villagers or merchants in them, save them.
 
You may come acorss a spring in the center of the oasis. Move to the two wheel closeby and a door opens nearby. Go inside and you will come to a resplendent chest, take whats in it and the ghost of Khan along with minions willl attack you. Kill them and loot them.
 
You may come across this two level dungeon with more webspitters. You will also find a resplendent chest deep inside and also several rare mosters.
 
OBJECTIVES
Find Zoltun Kulle's Head.
 
The Oasis is crawling with all kinds of enemies and traps. You can use the many traps which lie around to your advantage. Some of the new enemies you meet here are the Gore harriers which fly above you and wait to attack – you can watch their shadows to see where they are above you and also you will come across Dune Dervishes which are really bad for your health. These enemies spin with blades attached to them and if you get close to the spin, you will be slowed and obviously damaged, melle fighters should wait for them to stop spinning before attacking and ranged fighters should keep their distance and take out the enemies.
 
Also in the center of the oasis, you will have a chance to come across a structure on which you can find a resplendent chest being guarded by a unique who goes by the name of Mundunogo. He is a fallen shaman to be accurate but can teleport and shoot fireballs in addition to resurrect any dead enemies near him. You will have to concentrate all your power only on Mundunogo and try to brush aside the fallen. He teleports marginally faster than any other teleporter you may have seen and so ranged fighters find it easy but melee fighters will have a tough time against mundunogo.
 
The entrance to the Forgotten ruins is not too far and you ought to be ready for whatever's inside after all that exp boosting.
 
The most notable enemy in the ruins area is the Guardian Tower. They along with many other enemies can be a real pain so make sure you make quick work of them and whatever you do, do not get surrounded or you will go down very very quickly.
 
You will find the head of Zoltun Kulle near the Dungeon Stone in the end of the area.
 
OBJECTIVES
Pick up Zoltun Kulle's Head.
 
Once you pick up the head, fight the Ancient Guardian. The guardian is another of those large brutes. Try to stay clear of his swings and run around a lot. Use the Dungeon Stone or the Town Portal to go back to the Hidden Camp.

BLOOD AND SAND

 
Location: Ancient Waterway, Desolate Sands
 
Exp Reward: 7700
 
OBJECTIVE
Enter the Ancient Waterway in Dahlgur Oasis
 
After speaking to Ardia and Kulle, you will be off to resurrect Kulle and need to find his blood which is with Horadric constructs. This is one of the longest quests (might be the logest actually). So expect the unexpected and go stock up at the Bazaar. Leah comes along with us on the journey and check to see if you can take a companion along as well – you're going to need assistance. Use the waypoint at the Hidden Camp and go back to the Oasis. The path leading to the Aqueducts is a bridge which is in the northeast corner.
 
OBJECTIVE
Pull the Western Flow Control Level
 
You will come across a lot of Bone Warriors as well as Skeletal Sentries in the Western Channel. There are a few traps here which you can use. Go to the Western Flow Control Room and pull the lever connected to the gears. Turn the lever to partially open the hidden entrance to the aqueducts and it also opens a set of stairs leading into the Eastern Channel.
 
OBJECTIVE
Pull the Eastern Flow Control Level
 
Bloated Corpses and Desert Hornets await you in the Eastern Flow Control Chamber. Move to the control room here and pull the lever (this opens the door which was only partially open earlier). Head back to the Ancient Waterway's entrance and you will meet the Emperor.
 
OBJECTIVE
Open the entrance to the Waterlogged Passage
 
The entrance is fully open to the Aqueducts and you can go get Kulle's Blood now.
 
OBJECTIVE
Enter the Waterlogged Passage from the Ancient Waterway
 
Descend the steps to the Waterlogged Passage and go up the path till you come to a pile of bodies and a strange barrel.
 
OBJECTIVE
Kill the Betrayed
 
Some Betrayed show up and they release poisonous clouds when killed so be careful.
 
OBJECTIVE
Break the Talking Barrel
 
Break open the barrel to free the guy inside.
 
OBJECTIVE
Talk to Covetous Shen
 
Shen is a Jeweler and is in search for the jeweler's Crucible. Continue along the cascading water and go down the steps and into the Hidden Aqueducts. You will face some of the most common enemies again – the Serpent Magus and Writhing Deceivers, you ought to know everything about those things by now so just go along the main path through the Hidden Aqueducts and to the Jeweler's Crucible.
 
OBJECTIVE
Find the Crucible in the Hidden Aqueducts
 
You find the Crucible but you also encounter a thief – Gavin.
 
OBJECTIVE
Kill Gavin the Thief
 
Gavin is a plaguebearer and there are several Magus around him. He is fairly easy to kill but be wary of the Magus and their lightning rings. Gavin bursts into a poison cloud when he dies so be careful.
 
OBJECTIVE
Pick up the Crucible
 
Take the Crucible after the Thief dies.
 
OBJECTIVE
Go to the Ancient Path
 
The Ancient Path is just behind the Altar where the Crucible was kept. Your friends here will go back to town now. Proceed past the waypoint to the Desolate Sands.
 
OBJECTIVE
Get the Blood of Zoltun Kulle from the Cave of the Betrayer
 
The Desolate Sands is a barren area with scatterings of enemies. If you do not have a follower then go back and get one right away.
 
You may come across a unique Rockworm. Kill it and enter the burrow it came out from. This is a deathtrap area filled with all kinds of creatures. You will have a possiblility to get to a resplendent chest and also gain a lot of gold if you manage to go thru the area. You will also have the chance to meet the Reaper – a Unique.
 
There's another two level cave you can come across and the contents of this cave as as bad as it's name. Worms, spiders, stinges, Spewers and what not inhabit this cave.
 
The cave of the Betrayer is another 2 level area with the same spiders, worms and stingers you may have encountered all this while. You will also come across Slime Spewers if you haven't already – they are on the walls and will spit poisonous projectiles at you if you get too close. The entrance to the lower level of the cave can be anywhere so you need to look very carefully. The upper level usually has a few chests and shrines in the end near a circular path.
 
The Lower section has just as many enemies as you may have faced in the upper section and you will find Kulle's Blood at the end near a Dungeon Door. But as soon as you take it, four Chilling COnstructs attack you at once. They have the capabilities to slow you down but are not that tough.
 
OBJECTIVE
Get the Blood of Zoltun Kulle from the Vault of the Assassin
 
The vault of the Assassin is a large area with Guardian Towers and Blazing Guardians. After you take the Vial of Blood, Misgen will attack you, kill all the things here for XP and return back to the Desolate Sands by a Dungeon Stone.

THE BLACK SOULSTONE

 
Location: Soulstone Chamber
Exp Reward: 10,150
 
OBJECTIVE
Search for the Archives of Zoltun Kulle in the Desolate Sands
 
Go northwest from the Desolate Sands waypoint to the Bridge. Kulle will show up again and activate the portal to his archives.
 
OBJECTIVE
Go to the Terminus
 
There's a waypoint across the bridge where Leah and the Emperor are waiting for you. The Emperor now knows where Belial is and Leah know how to bring back Kulle. Walk past the waypoint and go down the stairs to the Terminus.
 
OBJECTIVE
Open the Shadow Lock in the Unknown Depths
 
There are three bridges beihnd Kulle. Go on the left one which leads into the Unknown Depths. The Unknown Depths is a fairly straight forward area but you will come across more Fallen, Toxic Constructs and what not. You should soon see yourself on a long bridge which leads to a couple of staircases (or four even). You will face some more Fallen on the bridge, take them out as fast as you can – run in the opposite direction and see which enemies get closer – those are the fast ones – kill them first and then go after the stronger but slower enemmies. If you come across a chest in the middle of an intersection then opening it may summon many monsters.
 
There are a number of Arcane Constructs and Guardian Towers. The things you are searching for in between all this hoopla is a Shadow Lock which looks like a large spiked sphere. It should be at the end of one of the long bridges. You'll see Kulle's Spirit near the bridge. Interact with it to pour Kulle's Blood on it and it gets actiavted. Once you activate it, look for a portal nearby.
 
OBJECTIVE
Open the Shadow Locks in the Storm Halls
 
Go back to the Terminus are with the three bridges and go on the right one which leads to the Storm Halls. You should come across the cascading sands similar to the ones in Unkown Depths where the enemies will not come past. Kill the nearby enemies first – there are a lot of Skeleton monsters here of many kinds. There are also similar lengthy bridges like the ones in the Unkown Depths. Past the bridges, you will see similar intersections of stairs. Navigate the place till you come to another Shadow Lock and then activate it. Beware of the chests you come across since opening them would likely summon some Toxic Constructs. Find the exit and go back to the Terminus.
 
OBJECTIVE
Enter the Realm of Shadow through the Terminus
 
The center brige is now open and you can go on it into the Realm of Shadow.
 
OBJECTIVE
Find Zoltun Kulle's Body
 
Traversing the Realm of Shadows will take you longer than the previous two areas with the Shadow Locks – not because it is larger (it's smaller actually) but there are more enemies here and tougher ones too. The most notable enemies here rae the Sahde Stalkers which appear in a group. You ought to use any are of effect powers to get rid of them but they sometimes dissappear into the sand and come back up again. When you reach Kulle's Body, you will see that it is guarded by multiple Sentinels and two of them are Unique ones too. If you fell that fighting them is unnecessary then you may grab the body can make a run for the exit. You ought to use any ranged attacks you have against the sentinels. Try to take on them one at a time – possibly flanking them in difficult angles. It is not going to be easy but if you do manage to kill them – they drop great loot. The exit is actually a portal which is behind the area where you found Kulle's body.
 
OBJECTIVE
Talk to Leah in the Terminus
 
Talk to Leah back in the terminus and she brings back Kulle to life – and you know this was going to happen….. just follow him into the Soulstone Chamber.
 
OBJECTIVE
Enter the Soulstone Chamber through the Terminus
 
So we finally are in the Soulstone chamber but hey, let's kill Kulle.
 
OBJECTIVE
Talk to Zoltun Kulle
 
Kulle is totally BS, he wants to have the soulstone for himself and he will most probably bring back all the Prime and Lesser Evils back if he takes the stone.
 
OBJECTIVE
Kill Zoltun Kulle
 
Judging by how his body was seperated within the Shadow Realm, you know that Kulle is not going to be easy – he was ripped into so many parts because he was feared.
 
You'll have to take out the Eternal Guardians first before getting to Kulle. If you are a ranged fighter then you will have it a bit easier since the Guardians are extremely slow. Melee Fighters will need to move a lot to make sure you are not going to be crushed by their attacks.
 
Kulle will keep bringing down meteors to hit you while you are fighting with the Guardians. If you can, then you should try to throw him a punch after which he should become invisible and he will cease to attack you for a little while and you can concetrate on the guardians without having to worry about the boulders. Kulle has the capability to use twisters but you can move away from them easily and also, he will occassionally collapse the ceiling on you – he gestures toward the ceiling before doing this. That is a good time to use some protective skills. Kulle has many many more attack but they should be very easy to dodge.
 
OBJECTIVE
Get the Black Soutstone
 
Kill him and then cross the energy bridge that shows up to take the Black Soulstone from the center of the chamber.
 
OBJECTIVE
Talk to Adria in Hidden Camp
 
Exit this chamber and use the town portal to get back to the Hidden Camp where your friends are waiting to talk to you.

THE SCOURING OF CALDEUM

 
OBJECTIVE
Find Asheara in Caldeum Bazaar
 
Asheara is near the same sewer entrance which you used the last time. Go down to the Bazaar and head to the sewers.
 
OBJECTIVE
Talk to Asheara
 
Belial is responsible for all the bombs on the city. Avoid the toxic rings that mark Belial's bombardment and sprint thru the city to the sewers and speak to Asheara about her plan to save the refugees.
 
SAVE THE REFUGEES
There are refugees out on the street too, some hiding in carts – click on the carts to make them follow you, you can find all the refugees as they are marked on your mini map.
 
OBJECTIVE
Lead Caldeum refugees to the Flooded Causeway
 
You have only 180 secs to save all the refugees. They are shown in the map and on your screen by the glitter rising up. You'll find them behind carts and furniture, once you click on where they are, they will follow you to the sewers. You will still have to stop the Doom Vipers from getting the refugees. You can also, kill all the vipers in the path to the sewers before you save the refugees and then save them.

LORD OF LIES

 
Location: Imperial Palace
Exp Reward: 8525
 
OBJECTIVES
Enter the City of Caldeum with Leah and Adria
 
You can meet up with Leah and Adria at the entrance of the Flodded Causeway. Fight all the Doom Vipers which are guarding the walkway to the gates of Caldeum.
 
OBJECTIVES
Go to the Imperial Palace
 
Leah shows some impressive powers around this time. You see Doom Vipers inside the city and you ought to kill them very soon. Try to lure each one into a circle with you, Leah and Adrai on the outside. This way, you can be sure that the monsters take a lot of damage from the other helping you too. Climb the gates but be aware of the poison spewing up from the ground. Wait for them to stop and then go in, move to te circle ahead.
 
You should come across Kamyr by now, who is a Unique. He has a host of Fallen as his minions and he himself is much easier to kill but you ought to kill the fallen first before you get to Kamyr. There are more poison vents on the ground on your way to the palace so watch your step caarefully and kill off the remaining Doom Vipers and Serpent Magus. There's a healing well near the steps, use it before entering the gates which Leah just opened.
 
OBJECTIVES
Kill Belial
 
As you move into the palace you will see who Belial really is (I really did not expect that but I was wondering where the little itch was).
 
The first phase of battle includes Belial's minions only, he will not do anything to hinder the progress of the battle while you are busy killing his minions. You will mainly face Veiled Sentinels and Veiled Evokers. You ought to use the whole palace to move around and avoid getting surrounded. After you kill a lot of enemies Belial steps into the battle. Even though he comes into the battle you ought to move as far from him as possible to avoid his melee and his green ball attacks, just move far and thin down the number of Veiled monsters and only then get to Belial. You ought to use the dropped Health orbs acrefully here. You will probably never be able to concentrate only on Belial so you will have to fight him alongside his minions. If you damage him enough then you get to meet his real form.
 
His real form is extremely large and changes the entire layout of the palace – you won't call it a palace anymore. Belial is just ahead of you and there are no more minions so all you have to do is hack at him with your most powerful skills – do not waste a single second in doing so. Belial will use his arms to strike at you but you will be able to see the impact points (green circles) before he hits you so saty clear of that area to avoid being killed. He can also use his lightning breat attack on the entire breadth of the platform and you better move to the other end and stay out of it's way. Belial can also bring down some more lightning on you. Again, this will be indicated by the cluster of the flies that come around. Belial has about five times the exp (24k) of the last boss you met so you know how long it's going to take to kill him.
 
OBJECTIVES
Obtain the Soul of Belial in the Imperial Palace
 
Take all the spoils of battle and collect the Soul of Belial after the battle.
 
OBJECTIVES
Talk to Tyrael in the Hidden Camp
 
Use the town portal to get out of this place and head back to the camp and talk to Tyrael. 
 
OBJECTIVES
Talk to the Caravan Leader to leave Caldeum
 
Tyrael tells you of some new menace and you should talk to the caravan leader to move out of here and onto the next act.

ACT III

THE SEIGE OF BASTION'S KEEP

COMPLETE CHARACTER CLASS GUIDE

Basic Info (Page1)

BARBARIAN

 
 

BARBARIAN

 
 
 
The Barbarian depends on pure strength to crush his foes under his weapon. Most of the Barbarian's Skill focus on damage and the special trait which only the Barbarian has is the ability to shout. There are three different shout skills. The main form of Combat a Barbarian employs is Close-Range although a couple of skill are available which allow the Barbarian to execute ranged attacks. The core Attributes of a Barbarian are Strength and Vitality. It goes without saying that the class Barbarian is the easiest way to go thru the game requiring little to no strategy while in Combat on lower levels.


 
Strength – min 10, max 187 (level 60) – +3 per level
Dexterity – min 8, max 67 (level 60) – +1 per level
Intelligence – min 8, max 67 (level 60) – +1 per level
Vitality – min 8, max 127 (level 60) – +2 per level


 
The resource available to a Barbarian is Fury. You need resources to execute some of the powerful skills which are listed below. The Barbarian generates Fury by attacking enemies. You can also generate more fury per attack and use some skills to get Fury. All Skills are listed below.


 
BASH – Level 1
Brutally smash an enemy for 150% weapon damage with a 20% chance of knockback.
 
Runes
Clobber – Level 6
Onslaught – Level 13
Punish – Level 26
Instigation – Level 44
Pulverize – Level 52
 
CLEAVE – Level 3
120% weapon damage to all within swing distance
 
Runes
Rupture – Level 9
Reaping Swing – Level 18
Scattering Blast – Level 30
Broad Sweep – Level 47
Gathering Storm – Level 55
 
FRENZY – Level 11
Swing for 110% weapon damage, speed increases by 15% with each strike upto 5 times (75%)
 
Runes
Sidearm – Level 17
Triumph – Level 22
Relentless – Level 34
Smite – Level 51
Maniac – Level 59


 
HAMMER OF THE ANCIENTS – Level 2
Fury Cost – 20
Call Forth a Massive Hammer that does 200% weapon damage with a 5% increase in critical hit
 
Runes
Rolling Thunder – Level 7
Smash – level 15
The Devil's Anvil – Level 27
Thunderstrike – Level 39
Birthright – Level 55
 
REND – Level 5
Fury Cost – 20
Bleed 210% physical damage over 3 secs
 
Runes
Ravage – Level 11
Blood Lush – Level 19 
Lacerate – Level 33
Mutilate – Level 45
Bloodbath – Level 56
 
SEISMIC SLAM – Level 12
Fury Cost – 30
155% weapon damage and knockback to targets in 45 yard arc ahead
 
Runes
Stagger – Level 18
Shattered Ground – Level 25
Rumble – Level 37
Strength From Earth – Level 48
Cracking Rift – Level 57
 
WHIRLWIND – Level 20
Fury Cost – 16
Deliver multiple attacks to everyone in your path for 100% weapon damage with each hit
 
Runes
Devils – Level 24
Hurricane – Level 29
Blood Funnel – Level 37
Wind Shear – Level 44
Volcanic Eruption – Level 59


 
GROUND STOMP – Level 4
Generate 15 Fury
Cooldown: 12 Secs
Stun all enemies within 12 yards for 4 secs
 
Runes
Deafening Crash – Level 12
Wrenching Smash – Level 18
Trembling Stomp – Level 28
Foot of the Mountain – Level 40
Avalanche – Level 54
 
LEAP – Level 8
Generate 15 Fury
Cooldown: 10 Secs
Leap into the air dealing 85% weapon damage to all enemies within 8 yards of your destination and slow them by 60% for 3 Secs
 
Runes
Iron Impact – Level 14
Launch – Level 21
Toppling Impact – Level 32
Call of Arreat – Level 44
Death From Above – Level 60
 
SPRINT – Level 16
Fury Cost – 20
Increase movement speed by 40% for 3 secs
 
Runes
Rush – Level 23
Run Like the Wind – Level 29
Marathon – Level 38
Gangway – Level 46
Forced March – Level 53
 
IGNORE PAIN – Level 22
Cooldown: 30 Secs
Reduce all damage taken by 65% for 5 secs
 
Runes
Bravado – Level 26
Iron Hide – Level 31
Ignorance is Bliss – Level 36
Mob Rule – Level 43
Contempt for Weakness – Level 58


 
ANCIENT SPEAR – Level 9
Generate 15 Fury
Cooldown: 10 Secs
Throw a spear to pull an enemy towards you, slow enemy by 60% and deal 185% damage
 
Runes
Grappling Hooks – Level 15
Skirmish – Level 23
Dread Spear – Level 32
Harpoon – Level 39
Rage Flip – Level 49
 
REVENGE – Level 13
Inflict 220% weapon Damage to all nearby enemies. Heal 5% of health for each enemy hit and Revenge has 15% chance to become active every time you are hit.
 
Runes
Vengeance is Mine – Level 19
Best Served Cold – Level 25
Retribution – Level 35
Grudge – Level 41
Provocation – Level 52
 
FURIOUS CHARGE – Level 21
Generate 15 Fury
Cooldown: 1 Secs
Charge ahead causing Knockback and deal 195% weapon damage. Fury is generated only if you hit any enemy.
 
Runes
Battering Ram – Level 27
Merciless Assault – Level 33
Stamina – Level 38
Bull Rush – Level 47
Juggernaut – Level 56
 
OVERPOWER – Level 26
Cooldown: 15 Secs
Deal 165% weapon damage to all targets withing 9 yards. If critical hit is scored then cooldown is reduced to 1 sec
 
Runes
Storm of Steel – Level 29
Killing Spree – Level 34
Crushing Advance – Level 42
Momentum – Level 48
Reveal – Level 59


 
WEAPON THROW – Level 14
Fury Cost – 10
Hurl a throwing weapon at an enemy for 120% weapon damage and slow the enemy by 60% for 2 secs
 
Runes
Mighty Throw – Level 21
Ricochet – Level 25
Throwing Hammer – Level 33
Stupefy – Level 42
Dread Bomb – Level 54
 
THREATENING SHOUT – Level 17
Fury Cost – 15
Cooldown – 15 Secs
Reduce damage done by enemies within 25 yards by 20% for 15 Secs
 
Runes
Intimidate – Level 23
Falter – Level 28
Grim Harvest – Level 37
Demoralize – Level 43
Terrify – Level 57
 
BATTLE RAGE – Level 22
Fury Cost – 20
Increase damage by 15% and critical heat chance by 3% for 30 Secs
 
Runes
Marauder's Rage – Level 26
Ferocity – Level 31
Swords to Ploghshares – Level 38
Into the Fray – Level 46
Bloodshed – Level 54
 
WAR CRY – Level 28
Generate 30 Fury
Cooldown – 30 Secs
A Rallying Cry to increase armour rating of you and your allies within 30 yards by 20% for 60 Secs
 
Runes
Hardened Wrath – Level 32
Charge! – Level 35
Invigorate – Level 41
Veteran's Warning – Level 49
Impunity – Level 60

 
EARTHQUAKE – Level 19
Fury Cost – 50
Cooldown – 120 Secs
2000% weapon damage as Fire for enemies within 18 yards over 8 secs
 
Runes
Giant's Stride – Level 24
Chilling Earth – Level 29
The Mountain's Call – Level 39
Aftershocks – Level 50
Path of Fire – Level 56
 
CALL OF THE ANCIENTS – Level 25
Fury Cost – 50
Cooldown – 120 Secs
Summon the three Ancient Barbarians – Talic, Korlic, and Madawc to fight alongside you for 15 Secs
 
Runes
The Council Rises – Level 31
Duty to the Clan – Level 37
Korlic's Might – Level 45
Madawc's Madness – Level 51
Talic's Anger – Level 58
 
WRATH OF THE BERSERKER – Level 30
Fury Cost – 50
Cooldown – 120 Secs
Enter the Berserker's Rage for 15 Secs increasing – Critical hit by 10%, Attack Speed by 25%, Dodge Chance by 20% and Movement Speed by 20%
 
Runes
Arreat's Wail – Level 36
Insanity – Level 40
Slaughter – Level 46
Striding Giant – Level 52
Thrive on Chaos – Level 60


 
POUND OF FLESH – Level 10
Increase chance to find health globe by 25% and gain 100% more life per globe
 
RUTHLESS – Level 10
Chance to critical hit +5%, Critical hit damage – 50%
 
NERVES OF STEEL – Level 13
Armour rating increased by 100% of vitality
 
WEAPONS MASTER – Level 16
Get bonus – Swords/Daggers +15% damage, Maces/Axes +10% Critical Hit, Plearms/Spears +10% Attack Speed, Mighty Weapons +3 Fury per hit
 
BERSERKERS RAGE – Level 20
Inflict 25% more damage at full Fury level
 
INSPIRING PRESENCE – Level 20
Increase Duration of BATTLE RAGE, WAR CRY, THREATHENING SHOUT by 100%
 
BLOODTHIRST – Level 24
Gain 3% of all damage done as life
 
ANIMOSITY – Level 27
Increase Fury Generation by 10%, Mac Fury increased by 20
 
SUPERSTITION – Level 30
Reduce all non=physical damage by 20%, damage taken from ranged and elemental attacks generates 3 fury for every hit
 
TOUGH AS NAILS – Level 30
Increase armour by 25% and Throns damage dealt is increased by 50%
 
NO ESCAPE – Level 35
Increase damage of ANCIENT SPEAR and WEAPON THROW by 10%
 
RELENTLESS – Level 40
While Below 20% health, all skills cost no fury and damahe taken is reduced by 50%
 
BRAWLER – Level 45
As long as there are 3 Enemies within 8 Yards, all your damage is increased by 30%
 
JUGGERNAUT – Level 50
Duration of control imairing effect reduced by 20%. Whenever you are Stunned, Feared or Charmed, a chance to gain 15% life back
 
UNFORGIVING – Level 55
You no longer degenerate Fury, Instead, you will gain 1 Fury for every 2 Secs.
 
BOON OF BUL-KATHOS – Level 60
Cooldown on EARTHQUAKE, CALL OF THE ANCIENTS and WRATH OF THE BERSERKER Skills reduced by 30 Secs.



WIZARD

 
 
The Wizard's Power lies in her Knowledge but even her Vitality is as great as any Barbarian. The development of a Wizard is simialr to that of a Witch Doctor but her Intelligence in unmatched and that is the main source for her Arcane Powers. The damage levels the Wizard can cause are on par with any other class and even though the Wizard class has been bent on the usage of ranged skills, she is not without her own set of Melee Skills. The wizard is especially powerful with area damage causing skills making her typical to destroy the multitudes of Hellspawn which plague the land. Even though the armour of the Wizard cannot be as strong as a Barbarian's, her Arcane Powers can still be used to cast powerful arcane shields in herself.


Core Attribute Ratings

 
Strength – min 8, max 67 (level 60) – +1 per level
Dexterity – min 8, max 67 (level 60) – +1 per level
Intelligence – min 10, max 187 (level 60) – +3 per level
Vitality – min 9, max 127 (level 60) – +2 per level
 
The Primary Source of a Wizard's power is her Arcane Energy. The initial pool of energy starts with 100 but since the Wizard depends on this primarily, Arcane Energy is the fastest regenerating resource. It is also said that a Wizard can never run out of his Powers even if she continuously casts low level spells.
Magic Missile
Primary
 
Launch a missile of magic energy, causing 110% weapon damage as Arcane.
 
Unlock Level and Rune Description
 
6
Charged Blast
Increases the damage of Magic Missile to 143% weapon damage as Arcane.
 
13
Split
Fire 3 missiles that each deal 50% weapon damage as Arcane.
 
31
Penetrating Blast
Missiles have a 70% chance to pierce through their target and hit additional enemies.
 
42
Attunement
Whenever Magic Missile hits a target you gain 4 Arcane Power.
 
52
Seeker
Missiles track the nearest enemy and their damage is increased to 121% weapon damage as Arcane.
 
Shock Pulse
Primary
 
Release a medium range pulse of 3 unpredictable charges of electricity that deal 105% weapon damage as Lightning.
 
Unlock Level and Rune Description
 
9
Explosive Bolts
Slain enemies explode, dealing 70% weapon damage as Lightning to every enemy within 10 yards.
 
18
Fire Bolts
Cast bolts of fire that each deal 137% weapon damage as Fire.
 
33
Piercing Orb
Merge the bolts in a a single giant orb that oscillates forward dealing 105% weapon damage as Lightning to everything it hits.
 
47
Lightning Affinity
Every target hit by a pulse restores 2 Arcane Power.
 
54
Living Lightning
Conjure a being of lightning that drifts forward, electrocuting nearby enemies for 37% weapon damage as Lightning.
 
Spectral Blade
 
Summon a spectral blade that strikes all enemies in your path for 135% weapon damage.
 
Unlock Level and Rune Description
 
19
Deep Cuts
Enemies hit by the blade will Bleed for an additional 35% weapon damage over 3 seconds.
 
24
Impactful Blades
Hits have a 5% chance to cause Knockback and Slow the movement of enemies by 60% for 1 second.
 
35
Siphoning Blade
Every enemy hit grants 1 Arcane Power.
 
51
Healing Blades
Whenever the blades do critical damage, you are healed for 8% of the damage done.
 
57
Thrown Blade
Extends the reach of Spectral Blade to 20 yards.
 
Electrocute
Primary
 
Lightning arcs from your fingertips, dealing 80% weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies.
 
Unlock Level and Rune Description
 
22
Chain Lightning
Increases the maximum number of enemies that can be electrocuted to 6.
 
29
Forked Lightning
Critical Hits release 4 charged bolts in random directions, dealing 46% weapon damage as Lightning to any targets hit.
 
36
Lightning Blast
Create streaks of lightning that pierce through targets, hitting all enemies for 80% weapon damage as Lightning.
 
44
Surge of Power
Gain 1 Arcane Power for every enemy hit by Electrocute.
 
59
Arc Lightning
Blast a cone of lightning that causes 80% weapon damage as Lightning to all affected targets.
 
Ray of Frost
Secondary
 
Cost: 20 Arcane Power
Project a beam of frozen ice that blasts 215% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 30% for 3 seconds.
 
Unlock Level and Rune Description
 
7
Numb
Increase the amount the target's movement is slowed to 60% for 3 seconds.
 
15
Snow Blast
Using continuously on a single target increases damage over 1.5 seconds to inflict a maximum of 280% weapon damage as Cold.
 
28
Cold Blood
Reduce casting cost to 0 Arcane Power.
 
38
Sleet Storm
Create a swirling storm around you, dealing 215% weapon damage as Cold to all enemies caught within it.
 
53
Black Ice
Enemies killed with Ray of Frost leave behind a patch of ice that deals 193% weapon damage as Cold to enemies moving through it over 3 seconds.
 
Arcane Orb
Secondary
 
Cost: 35 Arcane Power
Hurl an orb of pure energy that explodes when it hits, dealing 175% weapon damage as Arcane to all enemies within 10 yards.
 
Unlock Level and Rune Description
 
11
Obliteration
Increase the damage of the explosion to deal 228% weapon damage as Arcane.
 
20
Arcane Orbit
Create 4 Arcane Orbs that orbit you, exploding for 70% weapon damage as Arcane when enemies get close.
 
32
Arcane Nova
Modify the orb to deal 175% weapon damage as Arcane to all enemies within 20 yards.
 
45
Tap the Source
Reduce casting cost to 20 Arcane Power.
 
55
Celestial Orb
The orb will pierce through targets, damaging any enemy it passes through.
 
Arcane Torrent
Secondary
 
Cost: 20 Arcane Power
Hurl a barrage of arcane projectiles that deal 175% weapon damage as Arcane to all enemies near the impact location.
 
Unlock Level and Rune Description
 
18
Disruption
Targets hit by Arcane Torrent become disrupted for 6 seconds, causing them to take 15% additional damage from any attacks that deal Arcane damage.
 
25
Death Blossom
Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is increased to 670% weapon damage as Arcane.
 
34
Arcane Mines
Instead of firing projectiles, lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing 150% weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.
 
49
Power Stone
Every missile hit has a 2% chance to leave behind a Power Stone that grants Arcane Power when picked up.
 
57
Cascade
Enemies killed by Arcane Torrent have a 100% chance to fire a new missile at a nearby enemy dealing 175% weapon damage as Arcane.
 
Disintegrate
Secondary
 
Cost: 20 Arcane Power
Thrust a beam of pure energy forward, dealing 155% weapon damage as Arcane and disintegrating enemies it kills.
 
Unlock Level and Rune Description
 
26
Convergence
Increase the width of the beam allowing it to hit more enemies.
 
30
Chaos Nexus
When casting the beam you become charged with energy that spits out at nearby enemies doing 40% weapon damage as Arcane.
 
39
Volatility
Enemies killed by the beam have a 35% chance to explode causing 395% weapon damage as Arcane to all enemies within 8 yards.
 
48
Entropy
The beam fractures into a short-ranged cone that deals 178% weapon damage as Arcane.
 
59
Intensify
Damage increases slowly over time to inflict a maximum of 202% weapon damage as Arcane.
 
Frost Nova
Defensive
 
Cooldown: 12 seconds
Blast nearby enemies with an explosion of ice and freeze them for 3 seconds.
 
Unlock Level and Rune Description
 
12
Shatter
A frozen enemy that is killed has a 50% chance of releasing another Frost Nova.
 
18
Cold Snap
Reduce cooldown of Frost Nova to 9 seconds.
 
28
Frozen Mist
Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 160% weapon damage as Cold over 8 seconds.
 
41
Deep Freeze
If Frost Nova hits at least 5 targets, you gain a 15% bonus to Critical Hit Chance for 12 seconds.
 
51
Bone Chill
Enemies take 15% more damage while frozen or chilled by Frost Nova.
 
Diamond Skin
Defensive
 
Cooldown: 15 seconds
Transform your skin to diamond for 6 seconds, absorbing up to 10853 damage from incoming attacks.
 
Unlock Level and Rune Description
 
14
Crystal Shell
Increases the maximum amount of damage absorbed to 21707 damage.
 
20
Prism
Reduces Arcane Power cost of all spells by 7 while Diamond Skin is active.
 
32
Mirror Skin
Reflects 50% of damage absorbed back at the attacker.
 
44
Enduring Skin
Increases the duration of Diamond Skin to 8 seconds.
 
56
Diamond Shards
When Diamond Skin wears off, diamond shards explode in all directions dealing 155% weapon damage as Physical to nearby enemies.
 
Slow Time
Defensive
 
Cooldown: 20 seconds
Invoke a bubble of warped time and space for 8 seconds, reducing enemy attack speed by 20% and movement speed by 30%. This bubble also slows the movement of enemy projectiles by 90%.
 
Unlock Level and Rune Description
 
23
Miasma
Slow Time effects cling to enemies for 3 seconds after they have left the bubble.
 
29
Time Warp
Enemies caught in the bubble of warped time take 20% more damage.
 
39
Time Shell
Reduces the area Slow Time affects to 10 yards, but increases the potency of the movement speed reduction to 80%.
 
47
Perpetuity
Reduces the cooldown of Slow Time to 16 seconds.
 
53
Stretch Time
Time is sped up for any allies standing in the area, increasing their attack speed by 10%.
 
Teleport
Defensive
 
Cost: 15 Arcane Power
Cooldown: 16 seconds
Teleport through the ether to the selected location up to 35 yards away.
 
Unlock Level and Rune Description
 
26
Safe Passage
For 4 seconds after you Teleport, you will take 30% less damage.
 
31
Wormhole
After casting Teleport, there is a 1 second delay before the cooldown begins, allowing you to Teleport again.
 
37
Reversal
Casting Teleport again within 8 seconds will instantly return you to your original location.
 
43
Fracture
Summon 2 decoys for 8 seconds after teleporting.
 
59
Calamity
Casts a low power Wave of Force upon arrival, dealing 75% weapon damage as Physical to all nearby enemies.


FORCE

Wave of Force
Force
 
Cost: 25 Arcane Power
Cooldown: 15 seconds
Discharge a wave of pure energy that repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 60% and deals 200% weapon damage as Physical.
 
Unlock Level and Rune Description
 
15
Impactful Wave
Increases the distance enemies are knocked back and Stuns all affected enemies for 2 seconds.
 
22
Force Affinity
Reduce casting cost to 15 Arcane Power and the cooldown is reduced to 12 seconds.
 
32
Forceful Wave
Increases damage to 260% weapon damage as Physical, but reduces Knockback.
 
39
Teleporting Wave
Enemies caught in the Wave of Force have a 100% chance to be randomly teleported.
 
49
Exploding Wave
Enemies hit have a 40% chance to cause a smaller Wave of Force that deals 100% weapon damage as Physical and knocks back enemies caught in its wake.
 
Energy Twister
Force
 
Cost: 35 Arcane Power
Unleash a twister of pure energy that deals 360% weapon damage as Arcane over 6 seconds to everything in its path.
 
Unlock Level and Rune Description
 
19
Mistral Breeze
Reduces casting cost of Energy Twister to 20 Arcane Power.
 
24
Gale Force
Increases the damage of Energy Twister to 468% weapon damage as Arcane.
 
36
Raging Storm
When two Energy Twisters collide, they merge into a tornado with increased area of effect that causes 360% weapon damage as Arcane over 6 seconds.
 
41
Wicked Wind
Twisters no longer travel but spin in place, dealing 252% weapon damage as Arcane over 6 seconds to everything caught in them.
 
52
Storm Chaser
The following skills are Signature spells:
 Magic Missile
 Shock Pulse
 Spectral Blade
 Electrocute
 
Hydra
Force
 
Cost: 15 Arcane Power
Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 28% weapon damage as Fire. You may only have one Hydra active at a time.
 
Unlock Level and Rune Description
 
26
Arcane Hydra
Summon an Arcane Hydra that spits Arcane Orbs, which explode on impact, causing 28% weapon damage as Arcane to enemies near the explosion.
 
33
Lightning Hydra
Summon a Lightning Hydra that electrocutes enemies for 34% weapon damage as Lightning.
 
38
Venom Hydra
Summon a poison breathing Hydra that leaves a pool of acid that causes 18% weapon damage per second as Poison to enemies who remain in the pool.
 
46
Frost Hydra
Summon a Frost Hydra that breathes a short range cone of frost, causing 31% weapon damage as Cold to all enemies in the cone.
 
56
Mammoth Hydra
Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 22% weapon damage per second as Fire to enemies caught on the burning ground.
 
Meteor
Force
 
Cost: 60 Arcane Power
Summon an immense Meteor that plummets from the sky, causing 200% weapon damage as Fire to all enemies it crashes into. The ground it hits is scorched with molten fire that deals 60% weapon damage as Fire over 3 seconds.
 
Unlock Level and Rune Description
 
29
Molten Impact
Increases the damage of the Meteor impact to 260% weapon damage as Fire and the molten fire to 78% weapon damage as Fire over 3 seconds.
 
34
Star Pact
Reduces the casting cost of Meteor to 35 Arcane Power.
 
43
Meteor Shower
Unleash a volley of 7 smaller Meteors that each strike for 80% weapon damage as Fire.
 
48
Comet
Transforms the Meteor to ice that deals 240% weapon damage as Cold. The impact site is covered in a freezing mist that deals 72% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
 
58
Liquefy
If the initial impact of the Meteor causes a Critical Hit, the molten fire duration is increased to 8 seconds.
 
Blizzard
Force
 
Cost: 45 Arcane Power
Call down shards of ice to pelt an area, dealing 210% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack.
 
Unlock Level and Rune Description
 
35
Grasping Chill
After the Blizzard ends, the ground is covered in a low lying mist for 3 seconds that Slows the movement speed of enemies by 60%.
 
42
Frozen Solid
Enemies caught in the Blizzard have a 20% chance to be Frozen for 3 seconds.
 
47
Snowbound
Reduces the casting cost of Blizzard to 20 Arcane Power.
 
54
Stark Winter
Increases the size of Blizzard to cover 22 yards, dealing 210% weapon damage as Cold over 6 seconds.
 
60
Unrelenting Storm
Increases the duration of Blizzard to deal 280% weapon damage as Cold over 8 seconds.


CONJURATION

Ice Armor
Conjuration
 
Cost: 25 Arcane Power
Surround yourself in a barrier of ice. Melee attackers are either Chilled or Frozen for 2 seconds. Lasts 120 seconds.
This is an Armor spell. Only one Armor spell can be active at a time.
 
Unlock Level and Rune Description
 
21
Chilling Aura
Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement speed by 30%.
 
31
Crystallize
Whenever you are struck by a melee attack, your Armor is increased by 15% for 30 seconds. This effect can stack up to 3 times.
 
42
Jagged Ice
Melee attackers also take 100% weapon damage as Cold.
 
49
Ice Reflect
Melee attacks have a 25% chance to create a Frost Nova centered on the attacker, dealing 75% weapon damage as Cold.
 
53
Frozen Storm
A whirling storm of ice builds around you that deals 30% weapon damage as Cold over 3 seconds after casting Ice Armor.
 
Storm Armor
Conjuration
 
Cost: 25 Arcane Power
Bathe yourself in electrical energy, shocking ranged and melee attackers for 70% weapon damage as Lightning. Lasts 120 seconds.
This is an Armor spell. Only one Armor spell can be active at a time.
 
Unlock Level and Rune Description
 
23
Reactive Armor
Whenever you are hit, you have a chance to be enveloped with a lightning shield for 6 seconds that shocks nearby enemies for 50% weapon damage as Lightning.
 
33
Power of the Storm
Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
 
37
Strike Back
Increase the damage of the shock to 91% weapon damage as Lightning.
 
43
Scramble
Increases your movement speed by 25% for 3 seconds whenever you are hit by melee or ranged attacks.
 
58
Shocking Aspect
Critical Hits have a chance to electrocute a nearby enemy for 35% weapon damage as Lightning.
 
Magic Weapon
Conjuration
 
Cost: 25 Arcane Power
Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 5 minutes.
 
Unlock Level and Rune Description
 
27
Electrify
Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 10% weapon damage as Lightning.
 
35
Force Weapon
Increases the damage bonus of Magic Weapon to 15% damage, and gives up to a 2% chance to Knockback any enemies hit.
 
38
Conduit
Attacks have a chance to restore 1 Arcane Power.
 
46
Venom
Attacks poison enemies, dealing 15% weapon damage as Poison over 3 seconds.
 
55
Blood Magic
Attacks recover 1.5% of damage caused as Life.
 
Familiar
Conjuration
 
Cost: 20 Arcane Power
Summon a companion that will attack your targets for 20% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies and lasts for 5 minutes.
 
Unlock Level and Rune Description
 
30
Sparkflint
Summon a fiery Familiar that increases the damage of all attacks by 12% while Familiar is active.
 
40
Dartling
Summon a lightning Familiar whose projectiles have a 100% chance to pierce through enemies.
 
44
Ancient Guardian
Summon a protective Familiar. When you are below 35% Life the Familiar will fully absorb damage from 1 attack every 6 seconds.
 
50
Arcanot
While the Familiar is active, you regenerate 2 Arcane Power per second.
 
57
Cannoneer
The Familiar's projectiles explode on impact, dealing 20% weapon damage as Arcane to all enemies within 6 yards.
 
Energy Armor
Conjuration
 
Cost: 25 Arcane Power
Focus your energies, increasing your Armor by 65% but decreasing your maximum Arcane Power by 20. Lasts 120 seconds.
This is an Armor spell. Only one Armor spell can be active at a time.
 
Unlock Level and Rune Description
 
32
Absorption
You have a chance to gain 4 Arcane Power whenever you are hit by a ranged or melee attack.
 
41
Pinpoint Barrier
Increases your chance to critically hit by 5% while Energy Armor is active.
 
48
Energy Tap
Rather than decreasing your maximum Arcane Power, Energy Armor increases it by 20 while it is active.
 
54
Force Armor
While Energy Armor is active, incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
 
60
Prismatic Armor
Increases all of your resistances by 40% while Energy Armor is active.


MASTERY

Explosive Blast
Mastery
 
Cost: 20 Arcane Power
Cooldown: 6 seconds
Gather an infusion of energy around you that explodes after 1.5 seconds, causing 225% weapon damage as Physical to all enemies within 12 yards.
 
Unlock Level and Rune Description
 
24
Unleashed
Reduces the casting cost of Explosive Blast to 10 Arcane Power.
 
29
Time Bomb
Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 292% weapon damage as Physical.
 
39
Short Fuse
Immediately release the energy of Explosive Blast for 225% weapon damage as Physical.
 
50
Obliterate
Increases the explosion radius to 18 yards for 225% weapon damage as Physical.
 
56
Chain Reaction
A chain of 3 consecutive explosions cascade off you, each causing 97% weapon damage as Physical.
 
Mirror Image
Mastery
 
Cooldown: 15 seconds
Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. The images may cast some of the same spells as you, but those spells deal no damage.
 
Unlock Level and Rune Description
 
31
Simulacrum
Increase the Life of your Mirror Images to 100% of your own.
 
37
Duplicates
Summon 5 Mirror Images that have 25% of your Life each.
 
45
Mocking Demise
When a Mirror Image is destroyed, it explodes, doing 45% weapon damage as Physical and has a 50% chance to Stun for 2 seconds.
 
51
Extension of Will
The duration of your Mirror Images is increased to 10 seconds and their Life is increased to 29% of your Life.
 
58
Mirror Mimics
Spells cast by your Mirror Images will do 10% of the damage of your own spells.
 
Archon
Mastery
 
Cost: 25 Arcane Power
Cooldown: 120 seconds
Transform into a being of pure Arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, and your Armor and resistances are increased by 40%. Every enemy killed while in Archon form adds 1 second to the duration of Archon.
 
Unlock Level and Rune Description
 
36
Arcane Destruction
An explosion erupts around you when you transform, causing 450% weapon damage as Arcane to all enemies within 15 yards.
 
40
Teleport
Archon form can now cast Teleport with a cooldown of 10 seconds.
 
46
Pure Power
Decreases the cooldown of Archon to 100 seconds.
 
52
Slow Time
Archon form can cast Slow Time that lasts for 8 seconds.
 
60
Improved Archon
Increases the damage of all Archon abilities by 25%.


PASSIVE SKILLS

Unlock Level and Description
 
10
Blur
Decreases melee damage taken by 20%.
 
10
Power Hungry
Gain 30 Arcane Power whenever you are healed by a health globe.
 
13
Evocation
Reduces all cooldowns by 15%.
 
16
Glass Cannon
Increases all damage done by 15%, but decreases Armor and resistances by 10%.
 
20
Prodigy
When you deal damage with a Signature spell, you gain 4 Arcane Power.
The following skills are Signature spells:
 Magic Missile
 Shock Pulse
 Spectral Blade
 Electrocute
 
24
Astral Presence
Increases your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
 
27
Illusionist
Whenever you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image and Teleport are automatically reset.
 
30
Cold Blooded
Cold damage dealt to chilled and frozen targets is increased by 20%.
 
34
Conflagration
Fire damage dealt to enemies applies a burning effect, increasing all damage done to them by 10% for 3 seconds.
 
37
Paralysis
Lightning damage dealt to enemies has up to a 8% chance to Stun the target for 2 seconds.
 
40
Galvanizing Ward
Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain 310 Life per second.
The following skills are improved:
 Energy Armor
 Ice Armor
 Storm Armor
 
45
Temporal Flux
Whenever you deal Arcane damage, enemies are slowed by 30% for 2 seconds.
 
50
Critical Mass
Critical Hits have a chance to reduce the cooldown of your spells by 1 second.
 
55
Arcane Dynamo
When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage.
The following skills are Signature spells:
 Magic Missile
 Shock Pulse
 Spectral Blade
 Electrocute
 
60
Unstable Anomaly
When reduced below 20% Life, release a shockwave that knocks all enemies back.



MONK

 
 
It is said that when the Monk's Spirit is highest, his flow of attacks are so swift that they cannot be seen. They are the masters of Martial Arts seeking melee combat like the Barbarians. The Monk's Spirit fuels all of his skills and it does not drain over time like the Barbarian's Fury, neither does it keep regenerating automatically like the Wizard's Arcane Power. A special skill of the monk is his faith in Ytar which allows him to heal his body by absorbing damage. Although the Monk's strength is not as great as a Barbarian's, his Dexterity (which is his primary attribute) more than offsets his lack of Strength. As a result, the Monk can even dodge many of the enemies's attacks and does not need as much armour as a Barbarian.
 
Strength – min 8, max 67 (level 60) – +1 per level
Dexterity – min 10, max 187 (level 60) – +3 per level
Intelligence – min 8, max 67 (level 60) – +1 per level
Vitality – min 9, max 127 (level 60) – +2 per level
 
All of the Monk's Skills are powered by his Spirit. The Monk has one of the highest pool of his resource, it's at 150 initially and can be taken to 250 with the Exalted Soul skill. Even though the Monk's Spirit does not drain over time (like Fury), to generate spirit The Monk has to execute a set of basic skills or attacks.
 
Fists of Thunder Level: 1
Primary
 
Generate: 6 Spirit per attack
Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.
 
Unlock Level and Rune Description
 
6
Thunderclap
Teleport to the target and release an electric shockwave with every punch that hits all enemies within 6 yards of your primary target for 35% weapon damage as Lightning.
 
14
Lightning Flash
Increases your chance to Dodge by 16% for 2 seconds.
 
30
Static Charge
Your primary target is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.
 
42
Quickening
Critical Hits generate an additional 15 Spirit.
 
52
Bounding Light
Every third punch releases chain lightning instead of knocking enemies back. Each lightning strike inflicts 73% weapon damage as Lightning.
 
Deadly Reach Level: 3
Primary
 
Generate: 6 Spirit per attack
Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.
 
Unlock Level and Rune Description
 
9
Piercing Trident
Increases the area of effect of the second and third strikes.
 
18
Keen Eye
The third strike increases your Armor by 50% for 4 seconds.
 
34
Scattered Blows
The third strike is replaced with an attack that will hit up to 6 nearby enemies within 15 yards for 170% weapon damage as Lightning.
 
47
Strike from Beyond
Critical Hits generate an additional 10 Spirit.
 
54
Foresight
The third strike increases the damage of all attacks by 18% for 30 seconds.
 
Crippling Wave Level: 11
Primary
 
Generate: 6 Spirit per attack
Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
 
Unlock Level and Rune Description
 
17
Mangle
Increase damage to 143% weapon damage.
 
26
Concussion
Enemies hit by Crippling Wave inflict 20% less damage for 3 seconds.
 
36
Rising Tide
Critical Hits generate an additional 5 Spirit.
 
51
Tsunami
The range of Crippling Wave's third strike is increased to 17 yards and the effect of the movement speed reduction is increased to 60%.
 
57
Breaking Wave
Enemies hit by Crippling Wave take 10% additional damage from all attacks for 3 seconds.
 
Way of the Hundred Fists Level: 15
Primary
 
Generate: 6 Spirit per attack
Unleash a rapid series of punches that strikes enemies for 140% weapon damage.
 
Unlock Level and Rune Description
 
24
Hands of Lightning
Increases the number of hits in the second strike from 7 to 10.
 
32
Blazing Fists
Critical Hits increase your attack speed and movement speed by 5% for 5 seconds. This effect can stack up to 3 times.
 
40
Fists of Fury
Affected targets will take an additional 10% weapon damage per second as Holy for 5 seconds. Also adds a short dash to the first strike.
 
48
Spirited Salvo
Every activation of the skill has a 15% chance to generate 15 additional Spirit.
 
60
Windforce Flurry
The third strike generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.
 
Lashing Tail Kick Level: 2
Secondary
 
Cost: 30 Spirit
Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.
 
Unlock Level and Rune Description
 
7
Vulture Claw Kick
Release a torrent of fire that burns nearby enemies for 220% weapon damage as Fire and causes Knockback.
 
15
Sweeping Armada
Increases Knockback distance by 150% and slows the movement speed of struck enemies by 60% for 2 seconds.
 
28
Spinning Flame Kick
Hurl a column of fire that burns through enemies, causing 240% weapon damage as Fire to each enemy it strikes.
 
38
Scorpion Sting
Enemies have a 50% chance to be stunned for 1.5 seconds instead of being knocked back.
 
52
Hand of Ytar
Attack enemies at long range, slowing the movement speed of affected targets by 80% for 2 seconds.
 
Tempest Rush Level: 5
Secondary
 
Cost: 15 Spirit plus an additional 10 Spirit while channeling
Charge directly through your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.
 
Unlock Level and Rune Description
 
11
Northern Breeze
Reduces the channeling cost of Tempest Rush to 8 Spirit.
 
20
Tailwind
Increases the movement speed of Tempest Rush by 25%.
 
33
Flurry
Increases the potency of the hobbling effect, slowing enemy movement by 80%.
 
45
Slipstream
Reduces damage taken while running by 25%.
 
56
Bluster
Enemies knocked back have their damage reduced by 20% for the duration of the effect.
 
Wave of Light Level: 12
Secondary
 
Cost: 75 Spirit
Focuses a wave of light that crushes enemies for 215% weapon damage as Holy, followed by an additional 45% weapon damage as Holy to all enemies in a line.
 
Unlock Level and Rune Description
 
18
Wall of Light
Increases damage of the initial strike to 312% weapon damage as Holy.
 
25
Explosive Light
Release bursts of energy that deal 285% weapon damage as Holy to nearby enemies.
 
35
Empowered Wave
Reduces the cost of Wave of Light to 40 Spirit.
 
49
Blinding Light
Critical Hits Stun enemies for 3 seconds.
 
57
Pillar of the Ancients
Summon an ancient pillar that deals 210% weapon damage followed by an additional 210% weapon damage after 2 seconds.
 
Blinding Flash Level: 4
Defensive
 
Cost: 10 Spirit
Cooldown: 15 seconds
Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
 
Unlock Level and Rune Description
 
12
Self Reflection
Increases the duration enemies are blinded to 4 seconds.
 
19
Blinded and Confused
Blinded enemies have a 25% chance to attack each other.
 
28
Blinding Echo
6 seconds after using Blinding Flash, a second flash of light will blind enemies within 20 yards for 0.5 seconds.
 
41
Searing Light
Increases the chance elite enemies will miss attacks to 60%.
 
55
Faith in the Light
For 3 seconds after using Blinding Flash, all of your attacks are empowered to deal 30% additional weapon damage as Holy.
 
Breath of Heaven Level: 8
Defensive
 
Cost: 25 Spirit
Cooldown: 15 seconds
A blast of divine energy heals you and all allies within 12 yards for 6202 – 7442 Life.
 
Unlock Level and Rune Description
 
14
Circle of Scorn
Breath of Heaven also sears enemies for 80% weapon damage as Holy.
 
21
Circle of Life
Increases the healing power of Breath of Heaven to 8063 – 9675 Life.
 
32
Blazing Wrath
Breath of Heaven increases the damage of your attacks by 15% for 45 seconds.
 
44
Infused with Light
Gain 6 additional Spirit from Spirit generating attacks for 5 seconds after using Breath of Heaven.
 
59
Penitent Flame
Enemies exposed to Breath of Heaven run away in Fear for 1.5 seconds.
 
Serenity Level: 16
Defensive
 
Cost: 10 Spirit
Cooldown: 20 seconds
You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.
 
Unlock Level and Rune Description
 
23
Peaceful Repose
When activated, Serenity heals you for 6202 – 7752 Life.
 
29
Reap What Is Sown
When Serenity ends, the shield explodes, dealing 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.
 
39
Tranquility
Extends the protective shield to allies within 45 yards for 2 seconds, and makes them immune to control impairing effects like Slow and Frozen.
 
47
Ascension
Increases the duration of Serenity to 4 seconds.
 
54
Instant Karma
While Serenity is active, 50% of all projectiles and melee attacks are reflected back at the attacker.
 
Inner Sanctuary Level: 22
Defensive
 
Cost: 30 Spirit
Cooldown: 20 seconds
Create a runic circle of protection on the ground for 5 seconds that cannot be passed by enemies.
 
Unlock Level and Rune Description
 
26
Safe Haven
You and your allies standing in the area of effect of Inner Sanctuary regenerate 1550 Life per second.
 
31
Sanctified Ground
When Inner Sanctuary expires, it becomes sanctified ground for 6 seconds, slowing the movement of all enemies that move through it by 60%.
 
37
Consecration
Increases the duration of Inner Sanctuary to 7 seconds.
 
43
Circle of Protection
You and your allies standing in the area of effect of Inner Sanctuary take 35% less damage.
 
58
Forbidden Palace
You and your allies standing in the area of effect of Inner Sanctuary deal 10% additional damage.
 
Dashing Strike Level: 9
Techniques
 
Cost: 25 Spirit
Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.
 
Unlock Level and Rune Description
 
15
Way of the Falling Star
After striking an enemy, your movement speed is increased 25% for 3 seconds.
 
23
Flying Side Kick
Perform a flying kick that has a 60% chance to Stun your target for 1.5 seconds.
 
32
Quicksilver
Reduces the cost of Dashing Strike to 10 Spirit.
 
39
Soaring Skull
Launch yourself through the air and slow all enemies along your path by 60% for 2 seconds.
 
49
Blinding Speed
Receive a 20% increased chance to Dodge for 3 seconds.
 
Exploding Palm Level: 13
Techniques
 
Cost: 40 Spirit
Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target's maximum Life as Physical damage to all nearby enemies.
 
Unlock Level and Rune Description
 
18
The Flesh is Weak
Also causes the target to take 12% additional damage for 3 seconds.
 
25
Strong Spirit
If the target explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.
 
36
Creeping Demise
Also reduces your target's movement speed by 80%.
 
44
Impending Doom
Increases the duration of the Bleed effect to deal 220% weapon damage as Physical over 6 seconds.
 
51
Essence Burn
Instead of bleeding, the target will burn for 250% weapon damage as Fire over 3 seconds. If the target dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
 
Sweeping Wind Level: 21
Techniques
 
Cost: 75 Spirit
Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.
 
Unlock Level and Rune Description
 
27
Master of Wind
Increases the duration of the vortex to 10 seconds.
 
33
Blade Storm
Intensify the vortex, increasing the damage per stack to 20% weapon damage. This increases the damage with 3 stacks to 60% weapon damage.
 
38
Fire Storm
Increases the radius of the vortex to 14 yards and changes the damage dealt to Fire.
 
46
Inner Storm
As long as your vortex is at the maximum stack count, you gain 3 Spirit per second.
 
56
Cyclone
While your vortex is at the maximum stack count, Critical Hits have a chance to spawn a lightning tornado that periodically electrocutes nearby enemies for 20% weapon damage as Lightning. Each spawned lightning tornado lasts 3 seconds.
 
Cyclone Strike Level: 14
Focus
 
Cost: 50 Spirit
Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.
 
Unlock Level and Rune Description
 
21
Eye of the Storm
Reduces the Spirit cost of Cyclone Strike to 30 Spirit.
 
25
Implosion
Increases the distance enemies will be pulled towards you to 34 yards.
 
34
Sunburst
Changes the blast into an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.
 
41
Wall of Wind
After using Cyclone Strike, gain a 20% chance to dodge attacks for 3 seconds.
 
55
Soothing Breeze
Cyclone Strike heals you and all allies within 24 yards for 1240 Life.
 
Seven-Sided Strike Level: 17
Focus
 
Cost: 50 Spirit
Cooldown: 30 seconds
Dash rapidly between nearby enemies, dealing 777% weapon damage over 7 hits.
 
Unlock Level and Rune Description
 
23
Sudden Assault
Teleport to the target, increasing damage done to 1007% weapon damage over 7 strikes.
 
29
Several-Sided Strike
Increases the number of strikes to 9.
 
37
Pandemonium
Enemies hit by Seven-Sided Strike have a 25% chance to be stunned for 7 seconds by each hit.
 
43
Sustained Attack
Reduces the cooldown of Seven-Sided Strike by 7 seconds.
 
60
Fulminating Onslaught
Each strike explodes, dealing 111% weapon damage as Holy in a 7 yard radius around the target.
 
Mystic Ally Level: 22
Focus
 
Cost: 25 Spirit
Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.
 
Unlock Level and Rune Description
 
27
Water Ally
Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and slows the movement of affected targets by 30% for 2 seconds.
 
31
Fire Ally
Imbue the ally with the essence of fire. The ally gains the ability to unleash a flaming kick for 80% weapon damage as Fire plus an additional 40% of your weapon damage per second as Fire for 2 seconds to all enemies in a straight line.
 
39
Air Ally
Imbue the ally with the essence of air. Every attack made by the ally has a 2% chance to generate 100 Spirit for you. In addition, the ally is surrounded in a torrent of wind that deals 10% of your weapon damage per second as Physical to all nearby enemies.
 
46
Eternal Ally
Imbue the ally with the essence of life. When the ally dies, it has a 50% chance to be reborn after 5 seconds. In addition, the physical damage of the ally's basic attack is increased to 44% of your weapon damage per swing.
 
53
Earth Ally
Imbue the ally with the essence of earth. Maximum Life for you and the ally is increased by 10%. The ally also gains the ability to create a wave of earth, dealing 60% of your weapon damage as Physical to a single enemy and forcing that enemy to attack the ally for 3 seconds.
 
Mantra of Evasion Level: 19
Mantras
 
Cost: 50 Spirit
Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.
For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.
This is a Mantra. You can only have one Mantra active at a time.
 
Unlock Level and Rune Description
 
24
Hard Target
Mantra of Evasion also increases Armor by 20%.
 
33
Divine Protection
Each target can be protected at most once every 90 seconds by this effect.
 
40
Wind through the Reeds
Mantra of Evasion also increases movement speed by 5%.
 
50
Perseverance
Mantra of Evasion also reduces the duration of all control impairing effects like Slow or Frozen by 20%.
 
58
Backlash
Successfully dodging an attack has a chance to create a burst of flame dealing 35% weapon damage as Fire to all nearby enemies.
 
Mantra of Retribution Level: 21
Mantras
 
Cost: 50 Spirit
Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.
For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.
This is a Mantra. You can only have one Mantra active at a time.
 
Unlock Level and Rune Description
 
28
Retaliation
Increases the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.
 
36
Transgression
Increases attack speed for you and your allies by 8%.
 
41
Indignation
When taking damage from the Mantra of Retribution, enemies have a 10% chance to be stunned for 2 seconds.
 
56
Against All Odds
When reflecting damage done to you, Mantra of Retribution has a chance to restore 3 Spirit.
 
59
Collateral Damage
An attacker that is damaged by Mantra of Retribution has a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.
 
Mantra of Healing Level: 26
Mantras
 
Cost: 50 Spirit
Recite a Mantra that causes you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.
For 3 seconds after activation, the effect is increased to 1240.4 Life per second.
This is a Mantra. You can only have one Mantra active at a time.
 
Unlock Level and Rune Description
 
31
Sustenance
Increases the Life regeneration granted by Mantra of Healing to 620 Life per second.
 
38
Circular Breathing
Mantra of Healing also regenerates 3 Spirit per second.
 
42
Boon of Protection
Mantra of Healing shrouds you and your allies with a mystical shield for 2 seconds that absorbs up to 15% of each target's maximum Life in damage.
 
48
Heavenly Body
Mantra of Healing also increases Vitality by 10%.
 
53
Time of Need
Mantra of Healing also increases resistances to all damage types by 20%.
 
Mantra of Conviction Level: 30
Mantras
 
Cost: 50 Spirit
Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.
For 3 seconds after activation, the effect is increased to 24% additional damage.
This is a Mantra. You can only have one Mantra active at a time.
 
Unlock Level and Rune Description
 
35
Overawe
Increases the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.
 
44
Intimidation
Enemies affected by Mantra of Conviction deal 10% less damage.
 
47
Dishearten
Slows the movement of enemies within 20 yards by 30%.
 
55
Reclamation
You and your allies have a 30% chance to be healed for 279 – 341 Life when using melee attacks on an enemy under the effects of Mantra of Conviction.
 
60
Submission
Enemies affected by Mantra of Conviction take 12% weapon damage per second as Holy.
 
 
Unlock Level and Rune Description
 
10
Fleet Footed
Increases movement speed by 10%.
 
10
Resolve
Damage you deal reduces enemy damage by 25% for 2.5 seconds.
 
13
Exalted Soul
Increases maximum Spirit by 100.
Spirit fuels your defensive and offensive abilities.
 
16
Transcendence
Every point of Spirit spent heals you for 62.0 Life.
 
20
Chant of Resonance
Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.
 
20
Seize the Initiative
Your Armor is increased by 100% of your Dexterity.
 
24
The Guardian's Path
While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.
 
27
Sixth Sense
Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.
 
30
Pacifism
While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.
 
35
Beacon of Ytar
Reduces all cooldowns by 15%.
 
40
Guiding Light
Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.
 
45
One With Everything
Your resistance to all elements is equal to your highest elemental resistance.
 
50
Combination Strike
Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.
 
58
Near Death Experience
When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.
This effect cannot occur more than once every 90 seconds.



WITCH DOCTOR

 
 
The Witch Doctor Manipulates life and death in astounding ways, with Intelligence as much as any Wizard, the Witch Doctor's cuuning antics in the Battle Field make him a most feared opponent. However, the Witch Doctor comes short on strenght and Dexterity ratings and thus cannot wield heavy armour and have a low chace to dodge. The Witch Doctor is the most peculiar of fighter – never really stepping into the fray but she rather let's her summoned pets and the dead do the dirty work.
 
Strength – min 8, max 67 (level 60) – +1 per level
Dexterity – min 8, max 67 (level 60) – +1 per level
Intelligence – min 10, max 187 (level 60) – +3 per level
Vitality – min 9, max 127 (level 60) – +2 per level
 
The Witch doctor can manipulate spiritual and physical elements wit hthe power of their Mana. Because of the Witch Doctor's abilities, Mana is just as important to them as their life force as they cannot do much of anything without this resource. The Witch Doctor's is the only resource which grows by 10 for each level she gains and has a maximum pool of 150 in the beginning.
 
Poison Dart Level: 1
Primary
 
Cost: 10 Mana
Shoot a deadly Poison Dart that deals 100% weapon damage as Poison and an additional 40% weapon damage as Poison over 2 seconds.
 
Unlock Level and Rune Description
 
6
Splinters
Shoot 3 Poison Darts that deal 60% weapon damage as Poison each.
 
13
Numbing Dart
Toxins in the Poison Dart reduce the target's movement speed by 60% for 2 seconds.
 
25
Spined Dart
Gain 24 Mana every time a Poison Dart hits an enemy.
 
43
Flaming Dart
Ignite the dart so that it deals 160% weapon damage as Fire at once.
 
52
Snake to the Face
Transform your Poison Dart into a snake that has a 30% chance to Stun the enemy for 1.5 seconds.
 
Corpse Spiders Level: 3
Primary
 
Cost: 5 Mana
Throw a jar with 4 spiders that attack nearby enemies for 16% weapon damage as Physical before dying.
 
Unlock Level and Rune Description
 
9
Leaping Spiders
Summon jumping spiders that leap up to 25 yards to reach their target and attack for 19% weapon damage as Physical.
 
18
Spider Queen
You may only have one spider queen summoned at a time.
 
33
Widowmakers
Summon widowmaker spiders that return 3 Mana to you per hit.
 
45
Medusa Spiders
Summon paralyzing spiders that have a 25% chance to Slow enemies' movement by 60% with every attack.
 
55
Blazing Spiders
Summon fire spiders that deal 21% weapon damage as Fire.
 
Plague of Toads Level: 11
Primary
 
Cost: 34 Mana
Release a handful of toads that deal 130% weapon damage as Poison to enemies they come in contact with.
 
Unlock Level and Rune Description
 
17
Explosive Toads
Mutate to fire bullfrogs that explode for 169% weapon damage as Fire.
 
24
Toad of Hugeness
Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 20% of your weapon damage per second as Physical. Adds a 5 second cooldown to Plague of Toads.
 
35
Rain of Toads
Cause toads to rain from the sky that deal 130% weapon damage as Poison to enemies in the area over 2 seconds.
 
51
Addling Toads
Mutate to yellow frogs that deal 130% weapon damage as Poison and have a 15% chance to Confuse affected enemies for 4 seconds.
 
54
Toad Affinity
Removes the Mana cost of Plague of Toads.
 
Firebomb Level: 21
Primary
 
Cost: 10 Mana
Lob an explosive skull that deals 85% weapon damage as Fire to all enemies within 8 yards.
 
Unlock Level and Rune Description
 
28
Flash Fire
Rather than exploding for area damage, each Firebomb can bounce to up to 6 additional targets. Damage is reduced by 15% per bounce.
 
31
Roll the Bones
Allows the skull to bounce up to 2 times.
 
38
Fire Pit
The explosion creates a pool of fire that deals 8% weapon damage per second as Fire for 3 seconds.
 
47
Pyrogeist
Create a column of flame that spews fire at the closest enemy for 140% weapon damage as Fire over 3 seconds.
 
60
Ghost Bomb
In addition to the base explosion, the skull creates a larger blast that deals an additional 20% weapon damage as Fire to all enemies within 28 yards.
 
Grasp of the Dead Level: 2
Secondary
 
Cost: 122 Mana
Cooldown: 8 seconds
Ghoulish hands reach out from the ground, slowing enemy movement by 60% and dealing 20% weapon damage as Physical for 8 seconds.
 
Unlock Level and Rune Description
 
7
Unbreakable Grasp
Increases the Slow amount to 80%.
 
15
Groping Eels
Increases the damage done to 26% weapon damage as Physical.
 
25
Death Is Life
Enemies who die while in the area of Grasp of the Dead have a 5% chance to produce a health globe.
 
28
Desperate Grasp
Reduces the cooldown of Grasp of the Dead to 6 seconds.
 
53
Rain of Corpses
Corpses fall from the sky, dealing 80% weapon damage as Physical over 8 seconds to nearby enemies.
 
Firebats Level: 5
Secondary
 
Cost: 122 Mana
Call forth a swarm of fiery bats to burn enemies in front of you for 150% weapon damage as Fire.
 
Unlock Level and Rune Description
 
11
Dire Bats
Summon fewer but larger bats that travel up to 40 yards and hit for 220% weapon damage as Fire.
 
19
Vampire Bats
Gain 2.5% of damage done by the bats as Life.
 
29
Plague Bats
Diseased bats fly towards the enemy and infect them. Damage is slow at first, but can increase over time to a maximum of 225% weapon damage as Poison.
 
45
Hungry Bats
Rapidly summon bats that seek out nearby enemies for 280% weapon damage as Fire.
 
56
Cloud of Bats
Call forth a swirl of bats that damage nearby enemies for 195% weapon damage as Fire. The damage of the bats increases by 10% every second, up to a maximum of 50%.
 
Haunt Level: 12
Secondary
 
Cost: 98 Mana
Haunt an enemy with a spirit, dealing 575% weapon damage as Arcane over 12 seconds. If the target dies, the spirit will haunt another nearby enemy.
 
Unlock Level and Rune Description
 
18
Consuming Spirit
The spirit returns 155 Life per second.
 
23
Resentful Spirit
Summon a vengeful spirit that does 0% weapon damage as Arcane over 0 seconds.
 
35
Lingering Spirit
If there are no targets left, the spirit will linger for up to 10 seconds looking for new enemies.
 
48
Grasping Spirit
Slow the movement of haunted targets by 30%.
 
57
Draining Spirit
The spirit returns 10.2 Mana per second.
 
Locust Swarm Level: 21
Secondary
 
Cost: 196 Mana
Unleash a plague of locusts that swarms an enemy, dealing 360% weapon damage as Poison over 8 seconds. The locusts will jump to additional nearby enemies.
 
Unlock Level and Rune Description
 
27
Pestilence
Locust Swarm has a 100% chance to jump to two additional targets instead of one.
 
33
Devouring Swarm
Gain 37 Mana for every enemy affected by the swarm.
 
37
Cloud of Insects
Increases the duration of the swarm to 10 seconds.
 
42
Diseased Swarm
Enemies killed by Locust Swarm leave behind a cloud of locusts that deal 25% weapon damage as Poison. This cloud of locusts lingers for 3 seconds.
 
59
Searing Locusts
Engulf the target with burning locusts that deal 468% weapon damage as Fire over 8 seconds.
 
Summon Zombie Dogs Level: 4
Defensive
 
Cost: 49 Mana
Cooldown: 60 seconds
Summon 3 Zombie Dogs from the depths to fight by your side. Each dog deals 9% of your weapon damage as Physical per hit.
 
Unlock Level and Rune Description
 
12
Rabid Dogs
Your Zombie Dogs gain an infectious bite that deals 9% of your weapon damage as Poison over 3 seconds.
 
19
Final Gift
Your Zombie Dogs have a 15% chance to leave behind a health globe when they die.
 
28
Life Link
Your Zombie Dogs absorb 10% of all damage done to you.
 
40
Burning Dogs
Your Zombie Dogs burst into flames, burning nearby enemies for 2% of your weapon damage as Fire.
 
54
Leeching Beasts
Your Zombie Dogs gain 50% of damage they deal as Life, half of which heals you.
 
Horrify Level: 8
Defensive
 
Cost: 37 Mana
Cooldown: 20 seconds
Don a spectral mask that horrifies all enemies within 12 yards, causing them to run in Fear for 4 seconds.
 
Unlock Level and Rune Description
 
14
Phobia
Increases the duration horrified enemies run in Fear to 6 seconds.
 
21
Stalker
Increases movement speed by 20% for 4 seconds after casting Horrify.
 
34
Face of Death
Increases the radius of Horrify to 24 yards.
 
44
Frightening Aspect
Gain 100% additional Armor for 8 seconds after casting Horrify.
 
56
Ruthless Terror
Gain 27 Mana for every horrified enemy.
 
Spirit Walk Level: 16
Defensive
 
Cost: 49 Mana
Cooldown: 15 seconds
Leave your physical body and enter the spirit realm for 2 seconds. While in the spirit realm, your movement is unhindered.
Your link to the spirit realm will end if your physical body sustains 50% of your maximum Life in damage.
 
Unlock Level and Rune Description
 
23
Jaunt
Increases the duration of Spirit Walk to 3 seconds.
 
29
Honored Guest
Gain 15% of your maximum Mana every second while Spirit Walk is active.
 
38
Umbral Shock
When Spirit Walk ends, your physical body erupts for 85% weapon damage as Fire to all enemies within 10 yards.
 
47
Severance
Damage enemies you walk through in spirit form for 100% weapon damage as Physical.
 
53
Healing Journey
Gain 7% of your maximum Life every second while Spirit Walk.
 
Hex Level: 22
Defensive
 
Cost: 49 Mana
Cooldown: 15 seconds
Summon a Fetish Shaman for 12 seconds that will hex enemies into chickens. Hexed enemies are unable to perform offensive actions and take 10% additional damage.
 
Unlock Level and Rune Description
 
26
Hedge Magic
The Fetish Shaman will periodically heal allies for 1861 Life.
 
31
Jinx
Hexed targets take 20% additional damage.
 
36
Angry Chicken
Transform into an angry chicken for up to 5 seconds that can explode for 215% weapon damage as Physical to all enemies within 12 yards.
 
43
Painful Transformation
Hex causes the target to Bleed for 12% weapon damage as Physical.
 
58
Unstable Form
Hexed targets explode when killed, dealing 135% weapon damage as Poison to all enemies within 8 yards.
 
Soul Harvest Level: 9
Terror
 
Cost: 59 Mana
Cooldown: 15 seconds
Feed on the life force of up to 5 enemies within 16 yards. Gain 130 Intelligence for each affected enemy. This effect lasts 30 seconds.
 
Unlock Level and Rune Description
 
15
Swallow Your Soul
Gain 39 Mana for every enemy harvested.
 
21
Siphon
Gain 2171 Life for every enemy harvested.
 
32
Languish
Reduces the movement speed of harvested enemies by 60% for 3 seconds.
 
39
Soul to Waste
Increase the duration of Soul Harvest's effect to 60 seconds.
 
49
Vengeful Spirit
Harvested enemies also take 70% weapon damage as Physical.
 
Sacrifice Level: 13
Terror
 
Banish your Zombie Dogs and cause them to explode, each dealing 275% of your weapon damage as Physical to all enemies within 12 yards.
 
Unlock Level and Rune Description
 
18
Black Blood
Ichor erupts from the corpses of the Zombie Dogs and Slows enemies by 60% for 8 seconds.
 
24
Next of Kin
Each Zombie Dog you sacrifice has a 35% chance to resurrect as a new Zombie Dog.
 
36
Pride
Regain 294 Mana for each Zombie Dog you sacrifice.
 
41
For the Master
Gain 6202 Life for each Zombie Dog you sacrifice.
 
51
Provoke the Pack
Each sacrificed Zombie Dog increases your damage by 5% for 30 seconds.
 
Mass Confusion Level: 22
Terror
 
Cost: 74 Mana
Cooldown: 60 seconds
Incite paranoia in enemies, confusing them and causing some to fight for you for 12 seconds.
 
Unlock Level and Rune Description
 
26
Unstable Realm
Reduces the cooldown of Mass Confusion to 45 seconds.
 
34
Devolution
Enemies killed while Confused have a 50% chance of spawning a Zombie Dog.
 
43
Mass Hysteria
Up to 6 enemies who aren't Confused are Stunned for 3 seconds.
 
46
Paranoia
All enemies in the area of Mass Confusion take 20% additional damage for 12 seconds.
 
54
Mass Hallucination
Amid the confusion, a giant spirit rampages through enemies, dealing 22% weapon damage per second as Physical to enemies it passes through.
 
Zombie Charger Level: 14
Decay
 
Cost: 140 Mana
Call forth a reckless, suicidal zombie that deals 205% weapon damage as Poison to all enemies in its path before decomposing.
 
Unlock Level and Rune Description
 
21
Leperous Zombie
The Zombie Charger leaves behind a cloud of noxious vapors that deals 25% weapon damage as Poison to enemies caught in it.
 
27
Undeath
If the Zombie Charger kills any enemies, it will reanimate and charge nearby enemies for 205% weapon damage as Poison. This effect can repeat up to 2 times.
 
33
Wave of Zombies
Summon 3 Zombie Chargers that each deal 72% weapon damage as Poison.
 
42
Explosive Beast
Summon an explosive Zombie Dog that streaks toward your target before exploding, dealing 236% weapon damage as Fire to all enemies within 9 yards.
 
54
Zombie Bears
Summon zombie bears that stampede towards your target. Each bear deals 236% weapon damage as Poison to enemies in the area.
 
Spirit Barrage Level: 17
Decay
 
Cost: 108 Mana
Bombard a target with a spirit blast that deals 190% weapon damage as Physical.
 
Unlock Level and Rune Description
 
23
The Spirit Is Willing
Gain 44 Mana every time Spirit Barrage hits.
 
32
Well of Souls
An additional 3 spirits seek out other targets and deal 30% weapon damage as Physical.
 
37
Phantasm
Summon a spectre for 5 seconds that deals 45% weapon damage as Physical to all enemies within 10 yards.
 
44
Phlebotomize
Regain 3% of damage dealt with Spirit Barrage as Life.
 
59
Manitou
Summon a spectre for 20 seconds that hovers over you, unleashing spirit bolts at nearby enemies for 28% weapon damage as Physical.
 
Acid Cloud Level: 22
Decay
 
Cost: 172 Mana
Cause acid to rain down, dealing an initial 100% weapon damage as Poison, followed by 75% weapon damage as Poison over 3 seconds to enemies who remain in the area.
 
Unlock Level and Rune Description
 
26
Acid Rain
Increases the initial area of effect of Acid Cloud to 24 yards.
 
30
Lob Blob Bomb
The acid on the ground forms into a slime that irradiates nearby enemies for 25% weapon damage as Poison. The slime dissipates after 5 seconds.
 
39
Slow Burn
Increases the duration of the acid pools left behind to 6 seconds.
 
46
Kiss of Death
Spit a cloud of acid that inflicts 110% weapon damage as Poison, followed by 82% weapon damage as Poison to enemies who remain in the area.
 
55
Corpse Bomb
Raise a corpse from the ground that explodes for 200% weapon damage as Poison to enemies in the area.
 
Wall of Zombies Level: 28
Decay
 
Cost: 103 Mana
Cooldown: 25 seconds
Raise a line of zombies from the ground that attacks nearby enemies for 80% weapon damage as Physical for 5 seconds.
 
Unlock Level and Rune Description
 
32
Barricade
Increases the width of the Wall of Zombies. The zombies will attack for 80% weapon damage as Physical.
 
35
Unrelenting Grip
Your Wall of Zombies will Slow the movement of enemies by 60% for 5 seconds.
 
41
Creepers
Up to 3 zombies will emerge from the ground and attack nearby enemies for 25% of your weapon damage as Physical per attack.
 
49
Pile On
Summon a tower of zombies that falls over, dealing 765% weapon damage as Physical to any enemies it hits and knocks them back.
 
60
Dead Rush
Zombies crawl out of the ground and run in all directions, dealing 445% weapon damage as Physical to nearby enemies.

VOODOO

Gargantuan Level: 19
Voodoo

Cost: 147 Mana
Cooldown: 60 seconds
Summon a Gargantuan zombie to fight for you. The Gargantuan attacks for 25% of your weapon damage as Physical.
 
Unlock Level and Rune Description
 
22
Humongoid
The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple targets for 32% of your weapon damage as Physical.
 
29
Restless Giant
 20% movement speed
 35% attack speed
 200% Physical damage
This effect cannot occur more than once every 120 seconds. Elite enemies include champions, rares, bosses, and other players.
 
39
Wrathful Protector
Summon a more powerful Gargantuan that only lasts for 15 seconds. The Gargantuan's fists burn with fire, dealing 55% of your weapon damage as Fire and knocking enemies back.
 
48
Big Stinker
The Gargantuan is surrounded by a poison cloud that deals 15% weapon damage as Poison per second to nearby enemies.
 
56
Bruiser
The Gargantuan gains the ability to periodically slam enemies, dealing 100% of your weapon damage as Physical and stunning them for 3 seconds.
 
Big Bad Voodoo Level: 25
Voodoo
 
Cooldown: 120 seconds
Conjure a Fetish that begins a ritual dance that increases the attack speed and movement speed of all nearby allies by 20% for 20 seconds.
 
Unlock Level and Rune Description
 
31
Jungle Drums
Increases the duration of the ritual to 30 seconds.
 
37
Rain Dance
The ritual restores 122 Mana per second while standing in the ritual area.
 
44
Slam Dance
The Fetish increases the damage of all nearby allies by 30%.
 
50
Ghost Trance
The ritual heals all nearby allies for 5% of their maximum Life per second.
 
58
Boogie Man
Enemies who die in the ritual area have a 50% chance to resurrect as a Zombie Dog.
 
Fetish Army Level: 30
Voodoo
 
Cooldown: 120 seconds
Summon an army of dagger-wielding Fetishes to fight by your side for 20 seconds. The Fetishes attack for 20% of your weapon damage as Physical.
 
Unlock Level and Rune Description
 
34
Fetish Ambush
Each Fetish deals 250% weapon damage as Physical to any nearby enemy as it is summoned.
 
40
Devoted Following
Decreases the cooldown of Fetish Army to 90 seconds.
 
46
Legion of Daggers
Increases number of dagger-wielding Fetishes summoned by 3.
 
52
Tiki Torchers
Summon an additional 2 Fetish casters who breathe fire in a cone in front of them that deals 15% of your weapon damage as Fire.
 
60
Head Hunters
Summon an additional 2 Hunter Fetishes that shoot blowdarts at enemies, dealing 20% of your weapon damage as Poison.
Unlock Levels
 
10
Circle of Life
Whenever an enemy dies within 12 yards, there is a 5% chance that a Zombie Dog will automatically emerge. The range of this effect is increased by items that increase your gold pickup radius.
 
10
Jungle Fortitude
Reduces all damage taken by you and your pets by 20%.
 
13
Spiritual Attunement
Maximum Mana is increased by 20%. Regenerate 1% of your maximum Mana per second.
Mana is the fuel you use to cast offensive and defensive skills.
 
16
Gruesome Feast
Whenever you are healed by a health globe, you gain 10% of your maximum Mana and 10% Intelligence for 10 seconds. The Intelligence bonus can stack up to 5 times.
 
20
Bad Medicine
Whenever you deal Poison damage to an enemy, their damage is reduced by 20% for 3 seconds.
 
20
Blood Ritual
15% of Mana costs are paid with Life. In addition, you regenerate 1% of your maximum Life per second.
 
24
Zombie Handler
You can have 4 Zombie Dogs summoned at one time. The health of your Zombie Dogs and Gargantuan is increased by 20%.
 
27
Pierce the Veil
All of your damage is increased by 20%, but your Mana costs are increased by 30%.
 
30
Fetish Sycophants
Whenever you cast a physical realm spell, you have a 3% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds.
Physical realm spells are:
 Poison Dart
 Plague of Toads
 Zombie Charger
 Corpse Spiders
 Firebats
 Firebomb
 Locust Swarm
 Acid Cloud
 Wall of Zombies
 
30
Spirit Vessel
Reduces the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 3 seconds and heal to 10% of your maximum Life. This effect cannot occur more than once every 90 seconds.
 
36
Rush of Essence
Spirit spells return 30% of their Mana cost over 10 seconds.
Spirit spells are:
 Haunt
 Horrify
 Mass Confusion
 Soul Harvest
 Spirit Barrage
 Spirit Walk
 
40
Vision Quest
Any time you have 4 or more skills on cooldown, your Mana regeneration is increased by 300%.
 
45
Fierce Loyalty
All your pets get 100% of the benefit of your Thorns and Life regeneration items.
 
50
Grave Injustice
Whenever an enemy dies within 8 yards, regain 1% of your maximum Life and Mana and the cooldown on all of your abilities is reduced by 1 second. This range is extended by items that increase your gold pickup radius.
 
55
Tribal Rites
The cooldowns of your Fetish Army, Big Bad Voodoo, and Hex abilities are reduced by 25%.

….
DEMON HUNTER

 
 
The most unique of the classes, the Demon Hunter depends totally on Ranged Cambat but can still cause as much damage as any other Character. The Hunter's high Dexterity allows her to have the greatest attack bonus of all classes along with the high chance of dodge. Even though her Vitality is as high as any other Character, the Demon Hunter must stay away from enemies at all times and avoid close confrontation. The Hunter's attacks and skills are powered by the forces of Hatred and Deiscipline that dwell within her. It was said that Discipline is like a Hunter's birthmark but Hatered mixed in because the Hunter's past was destroyed by Demons.
 
Strength – min 8, max 67 (level 60) – +1 per level
Dexterity – min 10, max 187 (level 60) – +3 per level
Intelligence – min 8, max 67 (level 60) – +1 per level
Vitality – min 9, max 127 (level 60) – +2 per level
 
The various skills of the Demon Hunter are fuelled by Hatred and Discipline. Hatred is used for all the attack skills and conversely, Discipline is needed for all the evasive and tactical skills. Hatred regenerates fast with an initial pool of 125 abd Discipline regenerates much slower with a pool of just 30.


 
Hungering Arrow Level: 1
Primary
 
Generate: 3 Hatred
Fire a magically imbued arrow that seeks out targets for 115% weapon damage and has a 35% chance to pierce through targets.
 
Unlocked Level and Rune Description
 
6
Puncturing Arrow
Increase the chance for the arrow to pierce to 50%.
 
17
Cinder Arrow
Light the arrow on fire, dealing 35% additional weapon damage as Fire over 3 seconds.
 
26
Shatter Shot
If the arrow successfully pierces the first target, the arrow splits into 3 arrows.
 
42
Devouring Arrow
Each consecutive pierce increases the damage of the arrow by 70%.
 
52
Spray of Teeth
Successful Critical Hits cause a burst of bone to explode from the target, dealing 50% weapon damage to enemies in that area.
 
Entangling Shot Level: 3
Primary
 
Generate: 3 Hatred
Imbue an arrow with shadow energy that deals 75% weapon damage and entangles up to 2 enemies, slowing their movement by 60% for 2 seconds.
 
Unlocked Level and Rune Description
 
9
Chain Gang
Hit up to 4 targets.
 
18
Shock Collar
Strike targets with electrified chains that do an additional 18% weapon damage per second as Lightning for 2 seconds.
 
34
Heavy Burden
Increase the movement slow duration to 4 seconds.
 
47
Justice is Served
Increase the Hatred generated to 6 per shot.
 
54
Bounty Hunter
Gain 6% of the damage dealt as Life.
 
Bola Shot Level: 11
Primary
 
Generate: 3 Hatred
Shoot out an explosive bola that wraps itself around its target. After 1 second, the bola explodes dealing 130% weapon damage as Fire to the target and an additional 110% weapon damage as Fire to all other targets within 7 yards.
 
Unlocked Level and Rune Description
 
14
Volatile Explosives
Increase the explosion radius to 14 yards.
 
24
Thunder Ball
When the bola explodes, it deals 130% weapon damage as Lightning and has a 35% chance to Stun the primary target for 1.5 seconds.
 
37
Acid Strike
Shoot 3 bolas that each deal 130% weapon damage as Poison. The bolas no longer explode for area damage to nearby targets.
 
51
Bitter Pill
When the bola explodes, you have a 15% chance to gain 2 Discipline.
 
57
Imminent Doom
Augment the bola to deal 182% weapon damage as Arcane to the target and 154% weapon damage as Arcane to all other targets within 7 yards, but increases the explosion delay to 2 seconds.
 
Grenades Level: 15
Primary
 
Generate: 3 Hatred
Throw out three grenades that explode for 95% weapon damage as Fire each.
 
Unlocked Level and Rune Description
 
22
Tinkerer
Increases Hatred generation to 6 Hatred.
 
32
Cluster Grenades
Throw cluster grenades that deal 112% weapon damage as Fire over an 8 yard radius.
 
40
Fire Bomb
Throw a single grenade that deals 123% weapon damage as Fire.
 
48
Stun Grenades
Hurl grenades that have a 25% chance to Stun enemies for 2 seconds.
 
60
Gas Grenades
Throw gas grenades that explode for 95% weapon damage as Poison and leave a cloud that deals an additional 25% weapon damage per second as Poison for 3 seconds to enemies who stand in the area.

 
Impale Level: 2
Secondary
 
Cost: 25 Hatred
Impale a target for 250% weapon damage.
 
Unlocked Level and Rune Description
 
7
Impact
Impale has a 65% chance to knock the target back and Stun it for 1.5 seconds.
 
15
Chemical Burn
Your target will also Bleed for 125% weapon damage as Physical over 2 seconds.
 
28
Overpenetration
The knife will pierce through all enemies in a straight line.
 
53
Awareness
After the initial throw, release multiple blades centered on you, dealing 75% weapon damage to all enemies within 10 yards.
 
58
Grievous Wounds
Critical Hits cause 100% additional damage.
 
Rapid Fire Level: 5
Secondary
 
Cost: 20 Hatred initially, and an additional 10 Hatred while channeling
Rapidly fire for 228% weapon damage as Physical.
 
Unlocked Level and Rune Description
 
11
Withering Fire
Reduces the initial Hatred cost to 5, and ignites your arrows, causing them to deal Fire damage.
 
19
Web Shot
Slows the movement of affected targets by 80% for 1 second.
 
32
Fire Support
While channeling Rapid Fire, launch 3 homing rockets every second. Each rocket deals 35% weapon damage as Physical to nearby targets.
 
45
High Velocity
Fire poison arrows that have a 40% chance to pierce through enemies.
 
56
Bombardment
Rapidly fire grenades that explode for 276% weapon damage as Fire to all enemies within a 4 yard radius.
 
Chakram Level: 12
Secondary
 
Cost: 10 Hatred
Fire a swirling Chakram that does 150% weapon damage as Physical to enemies along its path.
 
Unlocked Level and Rune Description
 
18
Twin Chakrams
A second Chakram mirrors the first. Each Chakram deals 101% weapon damage as Physical.
 
26
Serpentine
The Chakram follows a slow curve, dealing 203% weapon damage as Poison to enemies along the path.
 
34
Razor Disk
The Chakram spirals out from the targeted location dealing 165% weapon damage as Arcane to enemies along the path.
 
48
Boomerang
The Chakram path turns into a loop, dealing 188% weapon damage as Lightning to enemies along the path.
 
57
Shuriken Cloud
Surround yourself with spinning Chakrams for 120 seconds, dealing 30% weapon damage per second as Physical to nearby enemies.
 
Elemental Arrow Level: 20
Secondary
 
Cost: 10 Hatred
Shoot a fire arrow that deals 155% weapon damage as Fire to all targets it passes through.
 
Unlocked Level and Rune Description
 
24
Ball Lightning
Fire a slow-moving arrow that electrocutes enemies along its path for 155% weapon damage as Lightning.
 
29
Frost Arrow
Fire a frost arrow that splits into multiple arrows after hitting its target, dealing 170% weapon damage as Cold. Affected enemies have their movement speed slowed by 60% for 1 second.
 
36
Screaming Skull
Grants a 40% chance to shoot a skull that will Fear affected enemies for 1.5 seconds.
 
43
Lightning Bolts
Fire electrified bolts that Stun enemies for 1.5 seconds on a Critical Hit.
 
59
Nether Tentacles
Shadow tentacles deal 155% weapon damage to enemies along its path and return 3% of damage dealt as Life for you.

 
 
Caltrops Level: 4
Defensive
 
Cost: 6 Discipline
Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops Slow the movement of enemies within 12 yards by 60%. This trap lasts 6 seconds.
 
Unlocked Level and Rune Description
 
12
Hooked Spines
Increase the slowing amount to 80%.
 
18
Torturous Ground
When the trap is sprung, all enemies in the area are immobilized for 2 seconds.
 
28
Jagged Spikes
Enemies in the area also take 45% weapon damage.
 
41
Carved Stakes
Reduces the cost of Caltrops to 4 Discipline.
 
54
Bait the Trap
Become empowered while standing in the area of effect, gaining an additional 10% Critical Hit Chance with all attacks.
 
Smoke Screen Level: 8
Defensive
 
Cost: 14 Discipline
Vanish behind a wall of smoke, becoming momentarily invisible for 2 seconds.
 
Unlocked Level and Rune Description
 
14
Displacement
Gain 35% movement speed when activated.
 
23
Lingering Fog
Increase the duration of the effect to 3 seconds.
 
33
Breathe Deep
While invisible you gain 6 Hatred per second.
 
44
Special Recipe
Reduce the cost to 12 Discipline.
 
59
Choking Gas
Leave behind a cloud of gas that deals 70% weapon damage per second as Physical to enemies in the area for 5 seconds.


Shadow Power Level: 16

Defensive
 
Cost: 14 Discipline
Draw in the power of the shadows, gaining 20% of all damage done as Life for 3 seconds.
 
Unlocked Level and Rune Description
 
21
Night Bane
Gain an additional 4 Hatred per second while Shadow Power is active.
 
29
Blood Moon
Increases damage done as Life to 30%.
 
37
Well of Darkness
Decreases the Discipline cost to 12.
 
51
Gloom
Reduce incoming damage by 65% while Shadow Power is active.
 
58
Shadow Glide
Gain 40% bonus to movement speed while Shadow Power is active.

 
Vault Level: 9
Hunting
 
Cost: 8 Discipline
Tumble acrobatically 35 yards.
 
Unlocked Level and Rune Description
 
16
Action Shot
As you travel, shoot arrows for 75% weapon damage at nearby targets.
 
23
Rattling Roll
All enemies within 8 yards of your destination are knocked back and stunned for 1.5 seconds.
 
33
Tumble
After using Vault, your next Vault within 6 seconds has its Discipline cost reduced by 50%.
 
38
Acrobatics
Removes the Discipline cost but adds a 15 second cooldown.
 
49
Trail of Cinders
Ignite with fire dealing 100% weapon damage as Fire to everything along your path.
 
Preparation Level: 13
Hunting
 
Cooldown: 45 seconds
Instantly restore all Discipline.
 
Unlocked Level and Rune Description
 
19
Invigoration
Increase maximum Discipline by 10 for 5 seconds when using Preparation.
 
25
Punishment
Restore all Hatred for 25 Discipline. Preparation has no cooldown.
 
35
Battle Scars
Gain 60% Life after using Preparation.
 
44
Focused Mind
Gain 45 Discipline over 15 seconds instead of restoring it immediately.
 
52
Backup Plan
There is a 30% chance that Preparation's cooldown will not be triggered.
 
Companion Level: 17
Hunting
 
Cost: 10 Discipline
Summon a raven companion. Your raven companion will periodically peck at enemies for 30% of your weapon damage as Physical.
 
Unlocked Level and Rune Description
 
22
Spider Companion
Summon a spider instead of a raven. The spider's attacks also Slow the movement of enemies by 60% for 2 seconds.
 
29
Bat Companion
Summon a bat instead of a raven. The bat grants you 3 Hatred per second.
 
41
Boar Companion
Summon a boar instead of a raven. The boar's attacks hit all enemies in an area.
 
46
Ferret Companion
Summon ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by 10%.
 
59
Wolf Companion
Summon a wolf for 25 seconds instead of a raven. The wolf attacks for 60% of your weapon damage as Physical.
 
Marked for Death Level: 21
Hunting
 
Cost: 3 Discipline
Marks an enemy. The marked enemy will take 12% additional damage for the next 30 seconds.
 
Unlocked Level and Rune Description
 
27
Contagion
When the target is killed, the ability spreads to 2 other nearby targets. This effect can chain repeatedly.
 
31
Valley of Death
Mark an area on the ground 12 yards wide for 15 seconds. Enemies in the area take 12% additional damage.
 
39
Grim Reaper
An additional 12% of damage done to the target is also divided among all enemies within 20 yards.
 
48
Mortal Enemy
Attacks you make against the marked target generate 3 Hatred.
 
60
Death Toll
Heal attackers for 1% of the damage done to the marked target.

 
Evasive Fire Level: 14
Devices
 
Generate: 4 Hatred
Cost: 4 Discipline if you backflip
Shoot for 125% weapon damage. If an enemy is in front of you at close range, you will also backflip away 15 yards.
 
Unlocked Level and Rune Description
 
21
Shrapnel
Shoot exploding bolts that also deal 30% weapon damage as Fire to all enemies within 6 yards of the primary target.
 
26
Parting Gift
Whenever a backflip is triggered, leave a poison bomb behind that explodes for 45% weapon damage as Poison in a 12 yard radius after 1.2 seconds. Turns Evasive Fire into Poison damage.
 
34
Covering Fire
Shoot a spread of bolts that hit up to 3 targets for 125% weapon damage each.
 
42
Displace
Increase the distance of the backflip to 30 yards.
 
53
Surge
Reduces the cost of the backflip to 2 Discipline. Turns Evasive Fire into Lightning damage.
 
Fan of Knives Level: 17
Devices
 
Cost: 20 Hatred
Cooldown: 10 seconds
Throw knives out in a spiral around you, doing 320% weapon damage to all enemies within 10 yards of you. Your knives will also Slow the movement of enemies by 60% for 2 seconds.
 
Unlocked Level and Rune Description
 
23
Crippling Razors
Increase the amount enemies are slowed to 80% for 2 seconds.
 
32
Retaliate
Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10 seconds.
 
38
Hail of Knives
Increase the radius to damage all enemies within 20 yards.
 
44
Fan of Daggers
Imbue your knives with a 65% chance to Stun enemies for 2 seconds.
 
59
Assassin's Knives
Throw long-range knives that deal 70% weapon damage to 5 additional targets.
 
Spike Trap Level: 19
Devices
 
Cost: 30 Hatred
Lay a trap that arms after 1.2 seconds and triggers when an enemy approaches. The trap does 275% weapon damage to all enemies within 8 yards.
You can have a maximum of 3 Spike Traps active at one time.
 
Unlocked Level and Rune Description
 
27
Bandolier
Increase the maximum number of traps that can be out simultaneously to 6.
 
30
Sticky Trap
Plant a bomb on an enemy rather than on the ground. If the target dies within 30 seconds, the bomb explodes dealing 404% weapon damage to all enemies within 8 yards.
 
39
Long Fuse
Increases the arming time to 2 seconds but increases damage to 371% weapon damage.
 
46
Lightning Rod
When the trap is triggered it releases a pulse of lightning that will bounce to up to 3 enemies for 275% weapon damage as Lightning.
 
55
Scatter
Simultaneously place all 3 traps.
 
Sentry Level: 25
Devices
 
Cost: 10 Discipline
Drop a turret on the ground. The turret begins firing at nearby enemies for 20% weapon damage. Lasts 30 seconds.
 
Unlocked Level and Rune Description
 
28
Spitfire Turret
The turret will also fire homing rockets aimed at random nearby targets for 8% weapon damage as Fire.
 
36
Vigilant Watcher
Increases duration of the turret to 40 seconds.
 
45
Chain of Torment
Create a tether between you and the Sentry that does 40% weapon damage every second to every enemy it touches.
 
52
Aid Station
Heals nearby allies for 1.0% of their maximum Life per second.
 
60
Guardian Turret
The turret also creates a shield that reduces damage taken by allies by 15%.

 
Strafe Level: 19
Archery
 
Cost: 15 Hatred
Shoot at random nearby enemies for 120% weapon damage while moving at 65% of normal movement speed.
 
Unlocked Level and Rune Description
 
24
Equilibrium
Increases your attack speed by 20% when using Strafe.
 
29
Drifting Shadow
Movement speed increased to 100% of normal running speed while strafing.
 
37
Stinging Steel
Throw out knives rather than arrows that do an extra 100% damage on successful Critical Hits.
 
50
Rocket Storm
In addition to regular firing, fire off homing rockets for 60% weapon damage as Fire.
 
56
Demolition
Throw out bouncy grenades that explode for 144% weapon damage to targets within 9 yards.
 
Multishot Level: 22
Archery
 
Cost: 40 Hatred
Fire a massive volley of arrows dealing 165% weapon damage to all enemies in the area.
 
Unlocked Level and Rune Description
 
26
Fire at Will
Cost reduced to 20 Hatred. Deals 165% weapon damage as Lightning.
 
31
Burst Fire
Every time you fire, generate a shock pulse that damages nearby enemies for 65% weapon damage as Arcane.
 
39
Suppression Fire
Every enemy hit grants 1 Discipline.
 
46
Full Broadside
Increase the damage of Multishot to 214% weapon damage.
 
55
Arsenal
Every use also fires 3 rockets at nearby enemies that deal 60% weapon damage as Fire each.
 
Cluster Arrow Level: 27
Archery
 
Cost: 50 Hatred
Fire a cluster arrow that explodes for 200% weapon damage as Fire into a series of additional miniature bombs that explode for 100% weapon damage as Fire each.
 
Unlocked Level and Rune Description
 
33
Dazzling Arrow
Enemies hit by grenades have a 55% chance to be stunned for 2 seconds.
 
36
Shooting Stars
Instead of releasing grenades, shoots up to 3 rockets at nearby enemies dealing 175% weapon damage as Physical each.
 
41
Maelstrom
Instead of releasing grenades, the cluster releases shadow energy that deals 145% weapon damage as Physical to nearby enemies. You will gain 4% of the damage done as Life.
 
49
Cluster Bombs
Launch the cluster through the air, dropping bombs in a straight line that each explode for 230% weapon damage as Fire.
 
58
Loaded for Bear
Increases the damage of the explosion at the impact location to 290% weapon damage as Fire.
 
Rain of Vengeance Level: 30
Archery
 
Cooldown: 30 seconds
Fire a massive volley of arrows around you. Arrows fall from the sky dealing 75% weapon damage for 5 seconds to all enemies in the area.
 
Unlocked Level and Rune Description
 
35
Dark Cloud
Launch a massive volley of guided arrows that rain down on enemies for 34% weapon damage for 12 seconds.
 
40
Beastly Bombs
Summon 20 Shadow Beasts to drop bombs on enemies, dealing 125% weapon damage each.
 
47
Stampede
Summon a wave of 10 Shadow Beasts to tear across the ground, knocking back enemies and dealing 75% weapon damage each.
 
54
Anathema
Summon a Shadow Beast that drops grenades from the sky for 10 seconds dealing 115% weapon damage.
 
60
Flying Strike
A group of 8 Shadow Beasts plummet from the sky at a targeted location dealing 60% weapon damage each and stunning enemies for 2 seconds.

 
 
Unlocked Level
 
10
Tactical Advantage
Whenever you use Vault, Smoke Screen, or backflip with Evasive Fire you gain 60% movement speed for 2 seconds.
 
10
Thrill of the Hunt
Every 10 seconds, your next bow attack will immobilize your target for 3 seconds.
 
13
Vengeance
Your maximum Hatred is increased by 25. In addition, gain 20 Hatred and 2 Discipline whenever you are healed by a health globe.
 
16
Steady Aim
As long as there are no enemies within 10 yards, all damage is increased by 20%.
 
20
Cull the Weak
Damage against slowed enemies increased by 15%.
 
20
Night Stalker
Critical Hits have a chance to restore 1 Discipline.
Discipline is used to fuel many of your tactical and defensive skills.
 
25
Brooding
As long as you have not taken damage in the last 3 seconds you gain 1% of your maximum Life per second.
 
27
Hot Pursuit
Whenever you are at full Hatred, movement speed is increased by 15%.
 
30
Archery
Gain a bonus based on the weapon type of your main hand weapon:
Bow: 15% increased damage
Crossbows: 50% Critical Hit Damage
Hand Crossbows: 10% Critical Hit Chance
 
30
Numbing Traps
Enemies hit by Fan of Knives, Spike Trap, and Caltrops have their damage reduced by 25% for 3 seconds.
 
35
Perfectionist
Reduces the Discipline cost of all skills by 10%.
Discipline is used to fuel many of your tactical and defensive skills.
 
40
Custom Engineering
The duration of your Caltrops, Marked for Death, Spike Trap, and Sentry is increased by 100%.
 
45
Grenadier
Increases Hatred generated from Grenades by 2 and reduces the Hatred cost of Cluster Arrow by 10. Upon death, you drop a giant grenade that explodes for 450% weapon damage as Fire.
 
50
Sharpshooter
Gain 3% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit.
 
55
Ballistics
Damage from rockets increased by 50%.
Rockets are fired from certain skill rune effects.

 

Welcome to the world of Hell Spawn – Sanctuary; A place where doom and evil lurks around every corner and where you face evil at every step you take. Join us as we vanquish – yet again, the lord of destruction and his hellspawn. This guide documents our quest to find items and equipment of rare and great power and the will and might to face and defeat every form of evil in Sanctuary and the resilience to earn every point of XP and to pick up every coin of gold the damned world of Sanctuary has to offer throughout the four acts of the game.

We at Gamezone have taken extra care to mention the locations of all the Legendary equipment so that you can trade them in the Auction House  – for real money – so follow the guide carefully and leave a comment if you want to thank us for getting rich ;P

NOTE: Enhanced version of this guide will be available soon…Walkthrough will be updated daily (we hope Blizzard can keep their servers up for more than a few hours each day…)
 
The additional guide on the real-money Auction House, Legendary Items and Sets, Enemy Bestiary and Achievements is listed is another article —– here


El Diablo…

 
 
 
 
 
 

COMPLETE CHARACTER CLASS GUIDE (page 2)

MAIN WALKTHROUGH (Page 3)

WALKTHROUGH CONTINUED (Page 4)


CONTROLS

 
The most important thing to remember while playing any game as extensive as Diablo III is that you can change your controls at will by going into the options menu – and you should do that too. That way, you'll not only remember what keys you assigned to specific actions but you will also feel that it is easier to go thru the entire game.
 
You will need to learn the key layout quickly since all battles and enemies in the game are relentless – although I have to say that all keys assigned are at optimal positions for any avid gamer so will not have too many problems either way. Here are the default keys –
 
Movement – Left Click: The Diablo franchise like many other dungeon crawler games (Baldur's gate and so on) employ a click to move system. So, just left click on any part of the ground you see on the screen to move there.
Primary Skill / Interact – Left Click: To use a skill or to talk to any other NPC or interact with objects in the world you will need to left click on them.
Secondary Skill – Right Click
Stand Still – Shift: The shift button is used to force your character to stand in one spot even if you click on the screen to make your character move. This is important in battle scneraios when you may accidentally click on the ground instead of the opponent which makes your charater to move. So use the stand still button while in combat to force your character to hold the position.
Action Bar Skills 1,2,3,4 – 1,2,3,4: The action bar skills are invoked by their corresponding numeric value.
Potion – Q: Another very important button, hit Q to use a equipped potion.
Inventory – I
Skills – S
Quests Listing – J
Journal / Notes- L
Follower Menu – F: Used to bring up the whole menu of all the followers.
Map – Tab
Banner – G
Town Portal Button – T
Zoom – Z
Show enemy health bars – V
Show Health Bars on Players – D
Show all Items on Ground – Alt
Show tooltip for item on Ground – Ctrl
—————————————————–

DIABLO III Important Notes and Tips

 
Max Level – The Level Cap in Diablo III till which your Characters grow to and at which your charater will become the epitome of the class is Level 60. At level 60, The Barbarian and Wizard will unlock their last power ( other classes at 55 and 58). But you will not reach the higher levels if you play on low difficulties. Characters may advance to only 31 level if the game is done on normal difficulty. The Nightmare and Hell difficulties take up the number of levels to 50 and 60 and the Inferno difficulty should only be attempted after your character reaches level 60.
 
Gaining XP – Your character gains XP each time she or he kills a monster, completes a quest or discovers the lore of Sanctuary. You will also get small bonuses for fast kills and other such feats.
 
Health (Potions and Globes) – Obivously the most important thing in the game – who will you fight with if our Charater has no health? You can increase the total HP (Hit or Health Points) your character has by assigning points to the Vitality rating after you level up. The amount of health you gain for each point you assign will vary depending on the level of your character starting with 10 HP on level 1 and going up till 35 at 60. You can replenish your health in three ways in the game. The first is by drinking Health Potions (Q). Enemies some times drop health globes when killed. The size and number of globes dropped change with the level of the enemies – increasing in both aspects for high level monsters.
 
Repairs and Durability of Equipment – Apart from losing Durability from repeated usage, the weapons and armor you have equipped will lose 10% each time you get killed. You can fix up your weapons at almost all merchants in exchange for Gold.
 
Shrines – There are four types of shrines across the game which bless your character with a special power for 120 secs. There are – 
Shrine of Enlightenment – 25% additional experience from killing enemies – this is obviously the most important kind of shrine.
Protection Shrine – Damage Taken reduced by 25%.
Frenzied Shrine – Additional 25% Attack Speed.
Fortune Shrine – Additional 25% gold and magic looted.
 
Equipment Quality and Color Code – Diablo III (like many other RPG's) has a color specific distribution of equipment.
White – The most common type of equipment. They are useful only in the initial stages of the game and become worthless later on only useful for the little gold they may fetch at a merchant.
Blue – Blue color is given to basic magical equipment. This type of equipment can be salvaged at any Blacksmith or sold for a higher price than white items.
Yellow  – Rare items are yellow, and have a greater range of magical properties. They can be salvaged for better parts and also fetch more gold than blue items.
Orange – Legendary items are branded with Orange color. They are area and enemy specific items which are found only in certain fixed locations in the game. You can salvage them for legendary crafting materials and they fetch a lot of gold. You can consider selling these in the Auction House too for real money.
Green – Similar to Legendary Equipment but part of a set. If you have all pieces in a set you can become a very rich person in the Auction House.

Your Traveling Chest – STASH

 
You will come across a chest near "The Slaughtered Calf Inn" in New Tristram in the beginning of the game, which will be with you throughout the game (it travels around from act to act with a Caravan), and is directly connected to your battle.net account. All contents of this chest are uploaded to the server which maintains a log. You use the items from this chest to trade in the Auction House and also, the contents of this chest will be with your account so that you can use them in another playthrough or with another hero, if you want to play with another class. So if you find a nice set of Barbarian's armor but are playing as a Monk then you can start again as a Barbarian and use the items in this chest.

COMBAT

 
 
The following are the various status effects you will see in the game.
 
Slow: Slowed enemies of Characters will (obviously) move with a lower speed affecting their speed of attack and speed of spell casting. Basically, Slowed enemies are vulnerable to more powerful attacks which may take time to execute.
 
Chill: Chill is like slow but if you follow up with other elemental attacks, a chilled enemy will sustain more damage.
 
Rooted: Enemies which are rooted will be stuck in a location but they can still do ranged attacks and cast spells. So use rooting only on more powerful melee fighting enemies as the status is useless on spell casters and ranged fighters.
 
Frozen: Frozen enemies will not be able to move for a period of time or until the ice around them is melted.
 
Stun: Similar to Frozen but may last for a longer time.
 
Silenced: Silenced enemies will not be able to cast spells so this is useless on enemies who do not cast spells but is extremely effective on magic casters.
 
Fear: Under the state of Fear, the enemies will flee from combat.
 
Blind: Blinded enemies will not attack unless attacked upon.
 
Confused: Confused enemies may attack other enemies.
 
Charmed: Charmed enemies fight with you against other enemies.
 
——————————————————

BASIC CHARACTER INFO

 
 
And we all know that leveling up is the most important aspect of anyone's game – apart from accumulating a ludicrous amount of Gold and collecting Rare Equipment.
 
With each new level, your character gains a fixed number of points to their core stats – Strength, Dexterity, Intelligence and Vitality. Depending on your class, the amount given differs but we have no control over the distribution. You will also be able to unlock new skill slots or action bar slots at specified levels.
 
Also, certain rare or powerful equipment can be used by your character only if she pr he reaches the level specified on that piece of equipment.

 
 
New Skills and Skill slots are unlocked at various levels of your character. All characters have their Skill Slots distributed as – Primary, Secondary, Defensive and 3 class-specific categories. These are the default set for which the controls key configuration is set. But you can organize all of these by yourself and according to your wish if you choose the "Elective Mode" from your options menu.
 
More information on Skills pertaining to each class is written separately for the classes below.

 
 
Strength: This is the core attribute of the Barbarian. As the strength increases, the attack powers of the Barbarian increases and an increased strength is needed to equip better armor for all classes.
 
Dexterity: This is the core attribute of the Demon Hunter and Monk classes. Increase in Dexterity results in increased damage done by all Monk and Demon Hunters. All Classes depend on Dexterity for increased Dodge chances.
 
Intelligence : This is the core attribute for Wizards and Witch Doctors. Damage dealt by Wizards and Witch Doctors increase with increase in Intelligence and all classes depend on Intelligence for greater resistance scores.
 
Vitality: A Core attribute to all classes – this attribute is directly connected to the HP of the character.
 
Armour: Your armor rating increases with the use of better armor, gems and also passive skills.
 
Damage per Second: This shows the amount of damage your character can deal per second and is dependent on various factors.

 
 
There are additional parts to each core attribute, the following is an explanation of some of the most important ones.
 
Critical Hit – Critical Hits deal additional damage to a target. The chance to make a critical hit and also the damage dealt can be improved with various items in the game.
 
Dodge and Block – You can only Block when your character is equipped with a shield. But still, your character will need to undergo a successful chance to be able to block. Both the chance and amount of damage blocked can be improved. Dodge is for specific classes like the Monk and Witch Doctor who depend on Dexterity as their core attribute. A successful Dodge will negate full damage from the enemy.
 
Resistances – There are five types of resistances in the game to Arcane, Fire, Cold, Lightning and finally Poison.
 
Resource – Each class has a specific resource like the Barbarian's Fury. Depending on the Class, the amount and the regeneration speed of the resource will increase as your character levels up by the use of certain skills.
 
Movement Speed – This can be increased by the usage of certain items and skills.
 
Gold/Magic Finding chance – Certain equipment and Skills will improve the hero's chance of finding rare items which will be dropped by slain enemies and also the amount of gold you find.

HELP FOR HIRE – FOLLOWERS (more soon…)

 
 
The level of the Follower you hire will be one below your own level. According to their level, their powers and intervention in battle increases.
 
 
Meet during: Reign of Black King in Act 1
Ability : Single handed weapons and Shield
 
Level 5 – Heal once for a random value (cooldown – 30 secs)
Level 10 – Regenerate a random amount of life per second
 
Level 5 – Intervene (Taunt)
Level 10 – Intimidate (Slow enemies)
Level 15 – Charge (Stun Multiple enemies)
Level 15 – Onslaught (Deal 200% damage to single enemy)
Level 20 – Guardian (Knock back enemies nearby the Hero and heal a random amount)
 
Special: Level 20 – Inspire (increase varying amount of resource generation for all classes)
 
 
 
Meet During: The Sword of the Stranger in Act 1
Ability: Ranged Combat
 
Level 5 – Crippling Shot (Slow Target)
Level 5 – Poison Bolts
Level 15 – Powered Shot (Arcane Damage and Stun)
Level 15 – Multishot (3 bolts per shot)
 
Level 10 – Dirty Fighting (blind enemies)
Level 10 – Vanish
 
Level 20 – Hysteria (Increased damage after a critical hit for 3 secs)
Level 20 – Anatomy (improved critical hit chance to Scoundrel and you)
 
 
 
Meet During: Beneath the Burning Sands in Act 2
Ability: Weilds all weapons and has Magical abilities
 
Level  15 – Charm (read status effects above)
Level 25 – Disorient (Confuse)
Level 30 – Mass Control (Similar to Stun)
 
Level 15 – Forceful Push (Deal Arcane Damage and knock back)
Level 20 – Reflect Missiles
Level 20 – Powered Armour (Increase armour rating)
Level 25 – Erosion (Enemeis take additional damage)
Level 30 – Focused Mind (Increase attack speed of Enchantress and Ally)