Yet Another Diablo 2 Guide (Yes, that is the real name): Version .02
By Roland Carlos (RCarlos)
E-Mail: rollins31@hotmail.com

Ah, my return to guide writing. Sorry if I seem a little bit sentimental, but 
i've been out of it for so long. Anyways, it seems that Diablo 2 is a very 
popular game, so I think i'll come back with a bang. A Diablo 2 guide. I'll be 
writing this guide as I go through the game, so bear with me. I'll update it as
I see fit.

Table of Contents

1 - Introduction
2 - Version Updates
3 - Author Notes
4 - Controls List
5 - Differences from Diablo
6 - Game Basics
	- Shrines
	- Items	
	- Weapons/Armor
	- Monsters
7 - The Characters
	- Amazon
	- Barbarian
	- Necromancer
	- Paladin
	- Sorceress
8 - Character Skills/Spells
	- Amazon
	- Barbarian
	- Necromancer
	- Paladin
	- Sorceress
9 - Quests
	- Act 1
	- Act 2
	- Act 3
	- Act 4
10 - Lists
	- Prefixes/Suffixes
	- Uniques
	- Set Items
	- Monsters
	- Shrines
11 - Multiplayer
12 - Thanks
13 - Legal Junk

---------------
1. Introduction
---------------

The year was 1996. Blizzard had released the acclaimed Diablo. It was a 
revolutionary entry into the role-playing genre. Not only did it have excellent
graphics and great gameplay, it won over many fans with its game engine. 
Claiming that no game was ever the same, that was true. Dungeon levels were 
randomly created, as well as the quests you undertook in your journey. This 
gave the game a much greater replayability then the usual role-playing game.

Taking place after the conclusion of the first Diablo, Diablo 2 invites players
into a much bigger world. While the hero of Tristam did emerge triumphant in 
defeating Diablo from the labyrinth, he did so at great cost to their own 
well-being. After the celebration, Diablo takes over the hero's body and 
wanders the world now, as the Dark Wanderer.

The forces of hell are aligned with Diablo and his brothers. Chaos and terror 
ensue in the Dark Wanderer's path. The Rogue Monastery is overtaken and the 
Sisterhood of Rogues is broken up. A city in the desert, Lut Gholein, finds 
itself under attack from the desert and its own sewers. And Tristam, the town 
is now a former shadow of its old self, utterly destroyed.

And now salavation may come again. A new hero has come to right the wrongs left
by the minions of Hell. They will fight many battles and travel long distances.
But in the end, the final objective of this trip is to stop Diablo, once and 
for all.

------------------
2. Version Updates
------------------

7/8/00 - Version .02: A few more tidbits up. Finished up Act 1 Quests as well
as my Barbarian info. Started on Act 2. Also added the shrines, the control 
list, a few more characters and some set items to tide ya over for awhile.

7/4/00 - Version .01: Happy 4th of July. This is the earliest version of the 
guide, with the introduction, my notes, some Barbarian info, and a few of the 
Act 1 quests up.

-----------------
3. Author's Notes
-----------------

Well, not much yet. But i'm going through the game myself, so you'll have give 
me some patience if your waiting for a lot of updates. I get my info as the 
game presents it, so whenever I get something new, i'll put it up.

No, sadly, I wasn't a beta tester for the game, so I don't have any beta info 
(even if you need it).

Hopefully in later versions of the guide, I will get more information up. This 
is just a quick preview of what is to come.

A few people asked personally where I am in the game. Far enough :)

If you want to help or contribute to this guide, by all means, please! Send
an offer (or the info you want to contribute) to the email in the top of this
guide. Thanks in advance.

Oh yeah, praise email will ALWAYS be read :)

----------------
4. Controls List
----------------

Basic Game Controls:
Esc - Toggles the Esc menu on/off and exits other menus
Left Mouse Button - Performs "smart" actions depending on the situation:
	-Click on a spot on the ground to go to that spot.
	-Click on a monster to attack it using the skill currently assigned to
	the Left Mouse Button
	-Click and HOLD on a monster to attack it repeatedly until you release
	the button, or the monster is dead.
	-Pick up/drop items from/onto the ground, inventory or belt.
	-Operate shrines, doors, and chests.
	-Interact with the NPCs (talk, trade, gamble, hire, and imbue)
Right Mouse Button - Performs "smart" actions depending on the situation:
	-Use the skill currently assigned to the Right Mouse Button a selected
	target.
	-Drink a selected potion.
	-Activate a scroll or tome.
Arrow Keys - Scrolls the automap.

Configurable Game Controls:
H - Toggles the Help screen.
A (or C) - Toggles Character Attributes screen on/off.
B (or I) - Toggles Backpack Inventory screen on/off.
P - Toggles the Party screen on/off.
M - Toggles the Message log on/off.
Q - Toggles the Quest log on/off.
Enter - Opens/closes In-Game Chat overlay.
Tab - Toggles the Automap on/off.
Home - Centers the Automap (if Numlock if OFF).
T - Toggles Skill Tree screen on/off.
S - Toggles mouse button Skill button overlay on/off.
F1 through F8 - Readies (or sets) the associated Left or Right Mouse Button 
Skill. Set by opening the Skill menu then place your cursor over the skill you 
wish to assign to a hotkey. Press the desired hotkey while the cursor is still 
over the skill icon.
~ - Toggles a belt than 1X4 open/closed.
1, 2, 3, and 4 - Uses the item in that belt slot.
Ctrl - Hold down to run.
R - Toggles auto-run mode on/off.
Shift - Hold down while clicking a mouse button to use that skill while 
standing in place.
Alt - Highlights all items dropped on the ground.
Spacebar - Cancels all above screens and overlays to return to gameplay.
Numeric Keypad - Voice communication (turn NumLock ON for the following)
0 - Player character says "Help!"
1 - Player character says "Follow me."
2 - Player character says "For you."
3 - Player character says "Thanks."
4 - Player character says "Sorry!"
5 - Player character says "Bye."
6 - Player character says "Die!"
Mouse wheel up - Scrolls up thru all hot-keyed (F1-F8) skills in the Right 
Mouse Button slot.
Mouse wheel down - Scrolls down thru all hot-keyed (F1-F8) skills in the Right
Mouse Button slot.
N - Clear text messages.
Print Screen - Save the screen to your D2 directory as "screenshotX.jpg".
Z - Toggle all party member portraits on/off.
 
--------------------------
5. Differences from Diablo
--------------------------

--------------
6. Game Basics
--------------

Shrines

Items	

Weapons/Armor

Monsters

-----------------
7. The Characters
-----------------

Amazon - The Amazon is the expert at ranged and thrown weapons. You'll want to
use her with such weapons like the javelin, throwing knives, crossbows, and bow
and arrows. She is the best transition character to Diablo 2 from former Diablo
rogue players. Of course, she is better than old rogue in many ways. She can
enchant her bolts or arrows with magical properties that can do such things as
give them an elemental attribute, or even fire multiple arrows/bolts from one
shot. The javelin and spear skills can infuse the javelin with more power and
for both uses, when thrown, or used in melee combat. The Amazon also has access
to magic with can slow missile attacks, create a copy of herself, or even make
a powerful valkyrie to aid in battle. In addition to that magic, her passive
abilties helps to deal extra damage and avoid attacks easier.

You are an Amazon if: Safety first! You'll fire from far away and if they want
to fight they'll come to you. Of course, you have a few tricks up your sleeve 
if they do come close.

Barbarian - This character likes to get their hands dirty. If you were a fan 
of the warrior from the first Diablo, the Barbarian should be the best fit for 
you. Early on, they possess great strength and vitality, so many early level 
monsters will be easily handled by the Barbarian. He is usually suited to melee
fighting, but can be made deadly with thrown weapons. He can back up close 
combat with Combat Skills (which give him powerful special attacks), toughen up
himself with Combat Masteries (which can raise his power in a weapon, or even 
raise some of his own stats), and he can use Warcries when needed (which affect
enemies, as well as friends in various ways).

Your are a Barbarian if: You love fighting hand to hand. Heck, you don't need 
no spells. Give you a sword and a shield, your set for the day.

Necromancer - The Necromancer isn't the best suited for fighting hand to hand,
so he prefers to use his unholy abilities for holy uses. The necromancer
specializes in command of the undead, so he can raise skeletons from corpses,
create golems, or even turn monsters against their own with his powers. He can
create a powerful army to do his bidding. However, he also has good command 
over the powers of poison and bone which will either kill the monsters, or at
least poison them enough that they will die. And his variety of curses will
inflict monsters will various ailments, be it they take extra damage, become
blinded, or even turn fellow monsters of the victim. Truly, he is a force to
be feared.

Your are a Necromancer if: A job is better done when someone else does it, and
you get credit. But you can hold your own if it needs your personal touch.

Paladin -

Sorceress -

--------------------------
8. Character Skills/Spells
--------------------------

Amazon:

Barbarian:
=============
Combat Skills - These mainly help in combat. They are mostly powerful attacks 
that give more damage than usual. You'll want to use these skills when you want
something dead. And quick.

Bash: You can learn this from the beginning. Costs 2 mana.
This attack deals a powerful blow to a monster which deals additional damage 
and knocks the target back a bit. You'll want to use this when you need a bit 
of breathing space. As it grows in skill levels, it gains more damage, more 
attack rating and more damage bonus.

Leap: You can learn this at level 6. Costs 2 mana.
This skill does not do any damage (not yet anyway), but is useful in getting 
around. This lets the Barbarian jump around. He can jump over objects and 
enemies as well. If you do land near enemies, this does not hurt them, but does
push them away a bit. As it grows in skill levels, you gain more length in the 
jump.

Double Swing: You can learn this at level 6. Costs 2 mana.
If you have a weapon wielded in each hand, this is the skill for you. When 
used, you will swing both weapons at the same time causing extra damage. This 
is very useful for strong monsters, as repeated Double Swings with chop it down
quickly. As it grows in skill levels, the attack rating goes up.

Stun: You can learn this at level 12. Costs 2 mana. Must have learned Bash.
When you use this skill the enemy will be stunned. This will freeze the enemy 
for a few seconds and allow you to run, fight other enemies, or just hit it 
unopposed. A good tactic is to keep using stun on an enemy and freeze it over 
and over. As it grows in skill levels, the attack rating and length of the stun
raises.

Double Throw: You can learn this at level 12. Costs 2 mana. Must have learned
Double Swing.
Like Double Swing, this will throw two weapons at the same time. This only 
works if you have a thrown weapon in each hand. This is useful only if you are 
a big thrown weapon user. If not, you should not use many points in this skill.
As it grows in skill levels, the attack rating goes up.

Leap Attack: You can learn this at level 18. Costs 9 mana. Must have learned
Leap.
Basically an upgrade on Leap. With this version of it, you can jump farther 
(when you compare equal levels to Leap) and do an attack when you land (with a
damage bonus). However, this does cost more mana, so you should only use this
for jumping in and out of battles. For casual jumping (like over rivers or to
other platforms), regular Leap is recommended. As it grows in skill levels, the
jumping length and damage bonus goes up.

Concentrate: You can learn this at level 18. Costs 2 mana. Must have learned
Stun.
A very useful skill when surrounded by enemies. With Concentrate, your attack
will not be stopped by an enemy hit. So you can focus more on hacking your way
through a group of monsters. Of course, you will still take damage, but at 
least you can quicken the pace of getting outta there. It also gives a small
bonus to your attack and defense rating. As it grows in skill levels, the
attack rating and defense rating goes up.

Frenzy: You can learn this at level 24. Costs 3 mana. Must have learned Double
Throw.
Facing a tough champion or unique monster? Frenzy is the way to go. As you hit
a monster with the Frenzy attack, the next attack will be faster. It will keep
getting faster and faster until the monster is either dead, or you move onto
another monster. This is useful as this will quickly kill a tough monster,
provided you can hit it (it does not gain in speed for a miss).
As it grows in skill levels, the length of the Frenzy bonus and the attack
rating go up.

Whirlwind: You can learn this at level 30. Mana cost is variable. Must have
learned Leap Attack and Concentrate.
This is literally a whirlwind. Click on where you want to go and the Barbarian
will go there, attacking monsters in a whirlwind along the way. This is a quick
way to get through a whole bunch of enemies blocking you, as this will chop
them down to size quickly. However, in the first few skill levels of Whirlwind,
the damage bonus is actually a penalty! So, until you get to level 5 in 
Whirlwind, you do less damage in Whirlwind. Afterwards, you start to do extra
damage. As it grows in skill levels, the mana cost, damage bonus, and attack
rating go up.

Berserk: You can learn this at level 30. Costs 5 mana. Must have learned 
Concentrate.
Using this skill gives the Barbarian a quick attack rating and magic damage
bonus. So this is useful when you need every bit of help you can in killing
monsters, as you have a better chance of hitting them. But be warned, as you
add points into this skill, the duration of Berserk goes down. As it grows in
skill levels, the attack rating and magic damage bonus go up, but the length
of the Berserk goes down.

================
Combat Masteries - The weapon masteries increase the usefulness of weapon 
classes greatly. However, due to the lack of skill points out there, you should
usually focus on one weapon art mainly. Most tend to use swords, so sword 
mastery is a good choice. However, it is your choice to what weapon class you 
want to use. The other skills in this set help with increasing certain aspects 
of the Barbarian, such as Stamina and Defense.

Sword Mastery: You can learn this from the beginning. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for sword class weapons.

Axe Mastery: You can learn this from the beginning. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for axe class weapons.

Mace Mastery: You can learn this from the beginning. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for mace class weapons.

Polearm Mastery: You can learn this at level 6. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for polearm class weapons.

Throwing Mastery: You can learn this at level 6. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for throwing class weapons.

Spear Mastery: You can learn this at level 6. Passive.
As you raise the level of this skill, you gain more attack rating and damage 
for spear class weapons.

Increased Stamina: You can learn this at level 12. Passive.
As you put points into this skill, you gain percent bonuses to your current 
stamina total. This is useful if you do a lot of running, as it raises your 
stamina total greatly when more points are put into it.

Iron Skin: You can learn this at level 18. Passive
As you put points into this skill, you gain percent bonuses to your current
defense total. Obviously, this is useful, as it keeps you from dying. You can 
never have enough defense.

Increased Speed: You can learn this at level 24. Passive. You must have learned
Increased Stamina.
As you put points into this skill, you gain percent bonuses to your current
walking/running speed. The percent bonus is only a little bit each level, so 
you may have to put a lot of points into this skill, if you really need the
extra speed. You'll want this if you need a quick retreat, or a quick way to
catch those coward enemies.

Natural Resistance: You can learn this at level 30. Passive. You must have
learned Iron Skin.
As you put points into this skill, you gain percent bonuses to your resistances
from magical attacks (fire, cold, lightning, poison). This is very useful. Many
of the monsters in the last parts of the game have specialized elemental 
attacks. Having a resistance to it can decrease the damage you take from that
monster and make it easier to take down.

========
Warcries - These abilities of Barbarian directly affect other creatures. Some 
of them disable monsters, some help friends. But they are all useful in their
own ways. Some of these Warcries can even turn the tide of battle in your 
favor, affecting a whole army of monsters.

Howl: You can learn this at the beginning. Costs 4 mana.
When you feel like the odds are entirely against you, Howl will change them in
your favor. Using this ability will send monsters affected by it running away.
This will allow you to chase them down by themselves, fight less monsters, or 
if needed, run away. As it gains in skill levels, the enemy will run farther
and for a longer time.

Find Potion: You can learn this at the beginning. Costs 2 mana.
Not one of my personal favorite Barbarian abilities. Find Potion will allow you
to search dead monster bodies for any potions. However, it only gets really
useful after the percange goes up (which means you'll need to waste points with
this skill). This skill is too low for much use in the beginning, and you'll
have enough money to buy potions later on. As it gains in skill levels, the 
chance of finding a potion will increase.

Taunt: You can learn this at level 6. Costs 3 mana. You must have learned Howl.
You won't be using this skill too often, but it has it uses. The only time I
use it is when there is a whole bunch of monsters, and I want to pick them off
one by one. I use taunt to have them follow me around so I can kill them. 
Luckily, this also lowers the damage and accuracy of the enemy. Not the most
useful warcry, but you'll use it every so often. As it gains in skill levels,
the enemy suffers more of a damage and accuracy penalty.

Shout: You can learn this at level 6. Costs 6 mana.
A very useful Warcry. With Shout you gain a defense bonus for as long as the
Shout is in effect. Use this whenever you are facing a tough bunch of monsters.
And its use is even better in Multiplayer, as it also affects fellow party
members close enough. A must for every big battle. As it gains in skill levels,
the defense bonus and length of Shout will increase.

Find Item: You can learn this at level 12. Costs 7 mana.
This Warcry works on the same principle as Find Potion. You can search a dead
monster corpse to see if it has any item. What you find is completely random,
it could be gold, equipment, scrolls, etc. Again, the percentage of finding
something is too low in the early levels, so this requires a lot of developing
in order to be very useful. As it gains in skill levels, the percentage of
finding something will increase.

Battlecry: You can learn this at level 18. Costs 5 mana. You must have learned
Taunt.
This Warcry will lower the defense and damage dealt of any monster affected by
it. Battlecry quickly lowers the power of a large group of enemies, making them
easier to kill, at less risk to yourself. You'll want to add points to this, so
you can affect the enemies more and to avoid reusing over and over, wasting 
mana. As it gains in skill levels, the defense and attack penalty suffered by 
the enemy grows, the length of Battlecry increases.

Battle Orders: You can learn this at level 24. Costs 7 mana and some of your
life. You must have learned Shout.
This will give you a bonus to your life, stamina, and mana for as long as it is
in effect. However, this means you'll have to sacrifice some of your life in
order to use it. So you'll have to give a little, to get a lot. You'll use this
when you need just a little bit of life to keep on going. Don't use this during
battle. You need all the life you can get. This also will affect people who
hear this in multiplayer (but at no cost to them, so this is a very useful
multiplayer ability). As it gains in skill levels, the life, stamina, and mana
bonus grows, as well as the length of the bonus.

Grim Ward: You can learn this at level 24. Costs 4 mana. You must have learned
Find Item.
When you have monsters chasing you and your stamina is running out, use this
ability. You can use the dead corpse of a monster to erect a sort of force
field for you. Monsters will not enter the field created by the corpse totem.
This allows you to get a quick breather, heal up, or use a town portal. As it
grows in skill levels, the size of the force field will grow.

Warcry: You can learn this at level 30. Mana cost is variable. You must have
learned Battlecry and Battle Orders.
This is the only Warcry which will directly damage enemies. This also means 
this the highest costing Warcry as well. Any monsters that get caught in the
Warcry will sustain damage and be stunned for a brief period. You will want to
put a lot of points into this skill. Soon enough, you'll be able to kill 
enemies with Warcry, or at best, get them near death and stunned. However, the
mana cost goes up with each level, so make sure to have mana potions if you
plan to use the skill reguarly. As it gains in skill levels, you will deal more
damage, stun the enemy longer, and Warcry will cost more mana.

Battle Command: You can learn this at level 30. Costs 11 mana. You must have
learned Battle Orders.
An excellent ability to use. While its use is somewhat limited in single
player, this shines in multiplayer. With Battle Command, you will gain one 
skill leve in every skill you've learned. This also means party members who
can get in the effect of the Warcry. You should have all your party members
get in a circle around you before you use this ability, to get as much out of 
it as you can. I would keep adding this points into this ability if you
regularly play in multiplayer. If your a single player, don't ignore this
ability completely, you just won't be using it as much. As it gains in skill
levels, the length of effects will grow.


Necromancer:

Paladin:

Sorceress:

---------
9. Quests
---------

=====
Act 1 - You will start off the first act in the Rogue Encampment. Get to know 
it well, this is where you'll be coming back to many time. Basically, this is 
your "town" where you can buy things, get healing and tips, as well as quest 
help. This is a safe haven, so if you need to retreat, you can run here. (Note:
Poison damage does not stop, even in town).

======================
Rogue Encampment NPCs:
Warriv - He is the person you first talk to when you start the game. He does 
not provide an important purpose early on, but when you complete Act 1, he will
offer to take you east (to Act 2). You can find him in the center of camp, near
your private stash.

Kasha - She is the military leader of the Rogue sisters. While she does not 
trust outsiders, she has begun tolerate them. However, after you gain her 
trust, she will allows you to hire some of the Rogues as an party helper. You 
find her just a bit east of Warriv.

Akara - She is the spiritual leader of the Rogue sisters. She is a much more 
calmer person then Kasha. While she does sell magical weaponry, scrolls, and 
potions, you will want to come to her for the free healing she provides. You 
find her in the northeast corner of the camp.

Charsi - She is the blacksmith of the Rogue sisters. She sells various weapons 
and armors. She also does sell magically enhanced weapons and armor, but they 
are most likely too expensive for you this early. She also does repairing for 
your items. You find her in the northwest corner of the camp.

Gheed - He is a merchant who decided to take camp with the Rogues instead of 
risking his life in the wild. He also sells weapons and armors. But his 
speciality is "Gamble" which will allow you to buy unidentified (but very 
expensive) equipment. Do so at your own risk, you might end up paying for 
worthless equipment. You find him in the southwest corner of the camp.

Deckard Cain - He is the leader of the ruined Tristam as well as the last 
living Horadrim mage. He only appears in the camp after you save him. He will 
give excellent advice on quests, as well as identifying any items in your 
inventory for free. He appears in the center of camp, near Warriv.

==================
Quest: Den of Evil

To activate: Talk to Akara.
Reward: An extra skill point for your skill tree.

This is an easy quest to start off the game. You may want to run around in the 
Blood Moor to gain some experience. Feel free to run back to camp as much as 
needed for healing and repairs. After you feel that you can handle this quest, 
search the Blood Moor for the entrace to the Den of Evil (if you haven't 
already found it). If you meet up with a rogue named Flavie, you have gone too 
far. She warns you that the next area is too much for your level. You can c
hoose to go on, but it will delay you from finishing the quest. First things 
first.

Once you find the Den of Evil, enter. You'll find yourself in a cave. Go 
through the cave and kill all the monsters you find. If you find groups of 
Fallen, make sure to take out any nearby Fallen Shamans (they will revive the 
Fallen you've killed, wasting your time) first. Also, make sure to watch out 
for the unique zombie somewhere in the cave (Corpse Fire). Meeting up with him
may be hard, as he is backed up by many "minion" Zombies. Make sure to take 
them out first, to avoid being surrounded. When the amount of monsters in the 
Den of Evil reaches 5, you will get an update to your Quest Log. Finish off the
last five monsters. The Den of Evil will now shine with light. Run back to the 
Rogue Camp and talk to Akara. You will get another skill point for your 
troubles.

Quest: Sisters' Burial Grounds.

To activate: Talk to Kashya, after finishing the Den of Evil quest.
Reward: A Rogue mercenary, as well as the ability to hire new ones from Kashya.

Right after you help Akara, Kashya will have a quest for you. She will talk 
about the raising of dead in the Monastery Graveyard. Nothing new there. The 
Graveyard is in the Cold Plains. If you have no idea where that is, go back to 
where Flavie is. She'll be more accepting in letting you through. Beware, there
are new monsters to contend with, such as Dark Rogues and groups of Fallen. 
Hopefully, near the entrance to the Cold Plains, there should be a waypoint 
nearby. Activate this, so you can quickly retreat to the Rogue Encampment for 
quick healing and repairs. Search around until you find the entrance to the 
Burial Grounds.

It is a small area, but very deadly to the unwary player. Kill as many of the 
zombies and skeletons as you can. That will help a bit, but be warned, Blood 
Raven is nearby and can raise new undead monsters. Run around the fence until 
you find an open exit. You don't want come in the wrong way, through many 
enemies. As you reach the center, you will find Blood Raven.

You shouldn't focus on the little zombies. But if they become a problem, start 
hacking them down. But mainly, stay with Blood Raven. Try your best to avoid 
her arrow shots. If she starts running, run after her. Make sure you have a 
town portal. Her fire attack can hurt you quickly. If your healing potions run 
out or are too slow, catch a breather. If your into melee fighting, try and 
force her against a wall, or in a corner, then hack away. If you use spells or 
ranged weapons, fire back, but run around every so often to avoid her attacks. 
When she is defeated, she'll explode into a bright light, and kill all the 
nearby undead monsters. Grab the treasure she drops and head back to town.

Talk to Kashya and get a Rogue mercenary. She will also allow you to hire new 
ones. However, if you are up for some extra fighting, go back to the Burial 
Grounds. In the north and south sides of the Grounds are entrances to the Crypt
and Mausoleum. While there are a lot of monsters in here (as well as some 
Unique ones), there is a special glowing chest at the end which gives you
a lot of gold and special equipment. The treasure is worth it to venture down.

Quest: The Cairn Stones

To activate: Talk to Akara after finishing the Sisters' Burial Grounds quest, 
or find the Tree of Inifuss in the Dark Wood.
Reward: Rescuing Cain.

Make sure your prepared for this. You'll do some walking. Go back to the Cold 
Plains, but now  find the entrance to the Stony Field. You may find the Cairn 
Stones along the way, there is nothing you can do with them yet though. Search 
around until you find the entrance to the Underground Passageway. The 
Passageway is pretty long, so watch out, there are many enemies to contend 
with. Once you are out though, you will be in the Dark Wood. 

Search for the Tree of Inifuss. You may run across an Unique monster, so be 
wary. Take him down. Click on the tree when you find it, you will get the Bark 
of Inifuss. Find the Dark Wood waypoint or use a town portal to go back to the 
Rogue Encampment. Talk to Akara, and she will decipher the runes for you. She 
will give you the correct way to touch the Cairn Stones (the ones in Stony 
Field). Go to the Cairn Stones. You have to follow the directions in the scroll
Akara gave you exactly. If you have no idea, just randomly touch stones until 
they all glow (I don't think there is any difference). When done, a portal will
appear and a way to Tristram.

Tristram is a very small area, but is swarming with monsters. There are a few 
Unique ones running around so watch out. You may end up quickly overwhelmed and
dead. You also may find Griswold walking around. You should save him for last, 
as he the hardest monster in Tristram. If you don't feel like fighting the 
monsters, run to the center of town and save Cain. Also, on the west side of 
Tristram, you can find Wirt's body. Click on it to get his leg as well as whole
bunch of coins.

Cain will save himself, so don't worry. Go back to the Rogue Encampment and 
talk with Cain to gain important insight into your journey.

Quest: The Forgotten Tower

To activate: Find the Moldy Tome somewhere in the Stony Field.
Reward: A whole bunch of money.

Hopefully when you were running around the Stony Field, you found the Moldy 
Tome. If you haven't, go back and read it. Once you read it, the quest will
become official. Don't count on a lot of help from people in the Rogue 
Encampment.

You will find the Forgotten Tower in the Black Marsh area. Just run around
until you find it. The Forgotten Tower is five levels deep and you will fight
a group of champions or unique monster on each level, so be wary. Keep on 
pushing down, using town portals when you need healing. The levels are 
straight forward, so you should not having trouble finding the way toward the
next level.

When you reach the lowest level (level 5), prepare for a fight with the 
Countess. She's a big user of fire and she will use Fire Walls. You'll need to
stay on the case and run around. If you need a breather, run out of the
Countess' room. She will not follow. You may have to hack your way through a
few enemies to get to the Countess. If needed, lure them out in order to make
it easier to reach the Countess. Rush in on the Countess and attack her with
all you've got. Once she's gone and taken care of, help yourself to all the
riches. A great bunch of plundering, I say.

Quest: Tools of the Trade

To activate: Talk to Charsi after finishing the Forgotten Tower quest.
Reward: Charsi will imbue an item of your choice (with some restrictions).

Seems to be no rest for you. Right after hauling that money from the Forgotten
Tower, it seems Charsi will have a quest for you. She left her smithing hammer,
the Horadric Malus, in the Rogue Monastery when she fled from the corruption.

The Monastery is located in the Tamoe Highlands (you'll find the entrance to it
in the Black Marsh). Once you enter, make sure to activate the Outer Cloister
waypoint. You may be using it often. The Monastery is swarming with enemies, so
take them out before you advance on to the Barracks (where the Malus is 
located).

When you do find the Horadric Malus in the Barracks, you'll also find a Unique
monster protecting it, The Smith (shades of The Butcher). He is one of the
harder Unique monsters you'll face, so unless you've been advancing levels a 
lot, you may find yourself running away. Don't take any chances. Take down the
surrounding monsters first off. Use potions a bit earlier than you need them,
the Smith hits for a bit of damage each time. If you need too, run back to the
waypoint and heal up. The Smith will be at the same life you left him.

Once The Smith is down, grab the Malus and go back to the Rogue Encampment.
Return it to Charsi and she will offer to imbue any item of your choice for 
you. Save this ability for the later Acts. You'll most likely end up replacing
your Act 1 equipment in Act 2, 3, and 4. Don't worry, you can always come back.

Quest: Sisters to the Slaughter

To activate: Talk to Cain after you finished the Tools of the Trade.
Reward: Access to Act 2.

The last quest of the Act 1. You will end up delving deeper into the Rogue
Monastery. It doesn't get any easier, so prepare with extra town portal 
scrolls. Go back to the Rogue Monastery.

Finish off the Barracks and go into the Jail. The Jail has three levels. One of
the bigger annoyances of the level is that monsters can shoot through the jail
bars at you. While this isn't a big loss for ranged attack users, melee 
attackers like the Barbarian will find themselves annoyed quickly.

Pass through the Jail and into the Inner Cloister. You'll meet up with a Unique
monster along the way, so prepare well. Activate the Inner Cloister waypoint,
use when needed. Get through the Inner Cloister to get into the Cathedral. Push
your way through it (you may run across Bone Ash, a unique Bone Mage).

Once past the Cathedral, you will enter the last part of the Monastery, the 
Catacombs. You'll face tougher battles, make sure to use that Catacomb Level 2
waypoint. Make sure to get ready for the biggest battle so far. When you reach
the entrance to the Catacomb Level 4, recheck everything. Enough potions? All
your equipment repaired? A town portal ready just in case? If your okay, go 
down.

Level 4 is a small one, but has the boss of Act 1, Andariel. Don't go into her 
room until you've cleared the other rooms. If she does get out of her room, 
prepare your battle strategy. Will you run around and fire at her? Go up to 
her, throw caution in the wind and hack away? Or hit and run? Watch out for
Andariel's attacks. She will completely destroy the unprepared low level 
player. Andariel's hits will also cause you to affected with poison, so be
prepared with antidote potions or equipment with poison resistance. Most likely
the poison will kill you if Andariel's hits don't. Don't be afraid to run back
to town, you may need to over and over. If you can make the best use of your
character's abilities and have a little luck, you'll be able to get past her 
and into Act 2.

=====
Act 2 - Welcome to Lut Gholein, the city in the desert. This is much bigger 
than the Rogue Encampment, so don't get confused. Use your automap to find the
people you can talk to from the normal townsfolk. You will start in the south
end of town, in Warriv's caravan. Town portals will be in the northeast part of
town. You can find your private stash in the center of town. If you ever wish
to go back to Act 1, talk to Warriv.

================
Lut Gholein NPCs
Warriv - He kept his promise and took you along with him from the Rogue 
Encampment. He doesn't play as big of a role anymore, but you can talk to him
if you want. He provides access back to Act 1 if needed. You can find him in 
the south east part of Lut Gholein.

Kaelan - Don't talk to him for conversation. Either he'll be blocking access to
the palace or greeting you as you enter. He does not provide any quest help. 
You can find him near the palace in the south west part of Lut Gholein.

Jerhyn - He is the leader of Lut Gholein. Somewhat young, he is very mature and
does he best to keep the city under control in the crisis. He will give 
important quest information as well a few quests. Gain his trust and you can
enter the palace. You can find him near the palace in the south west part of 
Lut Gholein.

Elzix - A former bandit, he now runs a small inn in town and lives a peaceful
life. He sells some equipment and also provides the Gamble option for you, if
your feeling risky. You can find him in the west part of Lut Gholein.

Griez - Griez is the commander of the mercenary group that protects Lut Gholein
from attack. He has heard of your feats and is willing to let you hire some of
the extra mercenaries for your assistance. You can find him in the north west
part of Lut Gholein.

Drognan - Drognan will fulfill all your magical needs, selling magical wands
and staffs as well as selling scrolls and potions. He is also very knowledgable
of the desert and helps to progress in many Act 1 quests. You can find him in 
the north part of Lut Gholein.

Atma - She runs the local public house. However, she has been personally hurt
by the recent invasion of monsters, as she has lost her husband and son to 
them. She is a very nice person, in spite of the tragedy. You can find her near
the pub in the north east part of Lut Gholein.

Geglash - A drunken warrior. Not very useful for quests or conversation but he
is known for picking fights. You can find him inside the pub in the north east
part of Lut Gholein.

Meshif - The captain of a ship which has been moored in Lut Gholein. Since the
monster invasion, he has been waiting for the clearance to leave and set sail.
He eventually will be the one to take you across the sea to Act 3.

Lysander - The nearly deaf potion maker. While he does have some good advice,
his main purpose to provide you with potions. You can find him in the center 
square of Lut Gholein.

Fara - She serves as a smith to you, repairing any items. She also sells 
various types of equipment. Fara also gives free healing when you talk with
her. You'll be coming to her often. You can find her in the center square of
Lut Gholein.

Deckard Cain - He comes with you from the Rogue Encampment determined to help
you in your quest to kill Diablo. He still provides the usual free 
identifications and will provide very useful quest information. You can find
him in the center square of Lut Gholein.

======================
Quest: Radament's Lair

To activate: Talk to Atma.
Reward: Book of Skill and the Horadric Scroll.

While everything looks peaceful in the city, below the city, a great evil lurks
in the sewers. People all over the city will tell you to go visit Atma, which
you should do.

Atma will talk about the loss of her husband and son, to a monster known as 
Radament. She will plead with you to go down and kill him, to bring some sort
of revenge to their deaths. First off, you have to find the entrance to the
sewers. You can either use the main entrance in the docks area, or use the 
trapdoor near Griez.

The sewers are a big area and you may find yourself under attack from all 
angles. If needed, run back to the surface for healing. Do your best to explore
carefully and make sure to check everywhere. There is a waypoint on the Sewers
Level 2, make to use it. Watch out for the new enemy type, mummies. They may
look like zombies, but when they die, a poison cloud comes from their dead 
body. Let it dissolve so you can avoid being poisoned.

As you progress through the sewers, you'll know when your towards the end. When
masses of skeletons and mummies attack you. You can get your way through them,
but when you notice them being revived (as well as the black shots), that's how
it can become overwhelming. If possible, use cold attacks to freeze the 
monsters and then shatter them, destroying the corpse. A necromancer could 
take the corpse before Radament can. However, the quickest way is to create a
path to Radament and kill him. He has a few tricks up his sleeve, such as his
poison breath. Make sure to use caution, as he can create monsters to attack
you from behind.

Once Radament is dead, he will drop the Book of Skill (and kill any nearby
living monsters). Take the Book of Skill and read it for an extra skill point.
A special glowing chest should be nearby. Open it and get the Horadric Scroll,
as well as the way to the next Quest.

Act 3

Act 4

---------
10. Lists
---------

Prefixes/Suffixes

Uniques

=========
Set Items

Angelic Raiment:
Angelic Halo - Ring (replenish life +6, +20 life)
Angelic Mantle - Ring Mail (enhanced defense, damage taken reduced by 3)
Angelic Sickle - Sabre (350% damage to undead, +75 attack rating)
Angelic Wings - Amulet (20% damage taken goes to mana, +3 light radius)
Full set bonus - All resistances +25, 40% chance of finding a magic item, half
freeze duration

Arctic Gear:
Arctic Binding - Light Belt (cold resist +40, +30 defense)
Arctic Furs - Quilted Armor (enhanced defense, All resistances +10)
Arctic Horn - Short War Bow (20% bonus to attack rating, enhanced damage)
Arctic Mitts - Light Gauntlets (+20 life, slightly increased speed)
Full set bonus - Adds 6-14 cold damage, impossible to be frozen

Cathan's Traps:
Cathan's Mesh - Chain Mail (50% less requirements, +15 defense)
Cathan's Rule - Battle Staff (+1 fire skills, +10 fire damage)
Cathan's Seal - Ring (6% life stolen per hit, damage taken reduced by 2)
Cathan's Sigil - Amulet (attacker takes 5 lightning damage, fast hit recovery)
Cathan's Visage - Mask (cold resist +25, +20 mana)
Full set bonus - Magic damage taken reduced by 3, +60 attack rating, all
resistances +25, +20 mana, fast casting rate

Cleglaw's Brace:
Cleglaw's Claw - Small Shield (poison length reduced by 75%, +17 defense)
Cleglaw's Pincers - Chain Gloves (slows target by 25%, knockback)
Cleglaw's Tooth - Long Sword (50% critcal hit, 30% bonus to attack rating)
Full set bonus - 6% mana stolen per hit, +50 defense, 35% crushing blow

Hsaru's Trim:
Hsaru's Iron Fist - Buckler (damage taken reduced by 2, +10 strength)
Hsaru's Iron Heel - Chain Boots (faster run/walk, fire resist +25)
Hsaru's Iron Stay - Belt (cold resist +20, +20 life)
Full set bonus - +5 maximum damage, cannot be frozen, lightning resist +25

Incomplete sets (if you have any unknown items from these sets, please send the
item info in! You'll get credit)

Death's Disguise:
Death's Hand - Leather Gloves (poison length reduced by 75%, poison resist +50)

Unknown: Death's Guard and Death's Touch

Iratha's Finery
Iratha's Cord - Heavy Belt (+25 defense, +5 minimum damage)

Unknown: Iratha's Coil, Iratha's Collar, and Iratha's Cuff

Tancred's Battlegear
Tancred's Hobnails - Boots (stamina regeneration +25, +10 dexterity)

Unknown: Tancred's Crowbill, Tancred's Skull, Tancred's Spine, and Tancred's
Weird

========
Monsters

========
Shrines:
"effect" means the effect will only last while the icon stays above your
character's head.
"regenerate" means the shrine can be used again over time.

Armor - Defense rating increase. (Effect, regenerate)
Combat - Attack rating and damage dealt increase. (Effect, regenerate)
Experience - You gain more experience for each kill. (Effect)
Exploding - Will cause several explosions (that do damage, to you and enemies)
and drop a few exploding potions.
Fire - Using this shrine will cause many firebolts to go off that does damage
to anything it hits.
Gem - Upgrades a gem in your inventory and drops it. If you don't have any gems
it will drop a random chipped gem.
Health - Full health recovery. (Regenerate)
Mana - Full mana recovery. (Regenerate)
Mana Recharge - Increases the mana regeneration speed. (Effect, regenerate)
Monster - Turns a monster into a Unique one. 
Poison - Will cause several poison clouds to appear and drop a few poison 
potions.
Portal - Creates a permanment town portal.
Refilling - Full health, mana, and stamina recovery. (Regenerate)
Resist Cold - You get maximum resistance to cold. (Effect, regenerate)
Resist Fire - You get maximum resistance to fire. (Effect, regenerate)
Resist Poison - You get maximum resistance to poison. (Effect, regenerate)
Resist Lightning - You get maximum resistance to lightning. (Effect, 
regenerate)
Skill - All skills you have learned are increased by 2. (Effect, regenerate)
Stamina - Your stamina bar turns blue (you gain unlimited stamina). (Effect, 
regenerate)

---------------
11. Multiplayer
--------------

----------
12. Thanks
----------

Blizzard, for making this great game. Okay, so it took them a few extra years,
but hey, it was worth the wait.

All those very helpful players on b.net. I can't mention them all, but you were
all very nice for answering all my questions :)

Dragonblood from Ancient Anguish. She probably doesn't know she's on here, but
she's a great gal anyway!

Me for obvious reasons.

--------------
13. Legal Junk
--------------

This guide can and should be given out as long as it is not altered in any way.
The guide's purpose is to help people play Diablo 2 and that is its only 
purpose. This guide cannot be used in any commerically such as, but not limited
to, Magazines, Books, Guides, without first contacting the author for his 
consent. Credit must given if you take information from this guide.

Diablo 2 is a trademark of Blizzard Entertainment, copyright 2000.  
All other trademarks copyright their respective owners.