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Description

NPC’S Dialogues Compiled by Fellowship Part 1

Important Notice:

This Thread will be divided into many, many pages since there is a limit of 60 000 characters per pages. The entirety of the dialogues for all acts cumulates over 250 pages of material and so this will remain a work-in-progress by myself for a little while. Since I am unaware what the possibilities are for properly compiling on this site, it would help tremendously if anyone could refrain from posting on this thread until I am finished. Otherwise, the thread will be segmented and the cohesion will be lost. Also, over the course of time, I will add nice formating such as colors and images to each NPC'S so it is easier to search for specific lines of dialogues.

Thank you !

Act 1 - Rogue Encampment

Akara

Greetings:

Good day.
Good evening.
Good morning.
Greetings.
Hello.
The Order welcomes you.
Welcome back, my friend. We are still clearing the monastery, but you're welcome to stay here as long as you need.
Yes?

Dialogues:

Introduction:

I am Akara, High Priestess of the Sisterhood of the Sightless Eye. I welcome you, traveler, to our camp, but I'm afraid I can offer you but poor shelter within these rickety walls.
You see, our ancient Sisterhood has Fallen under a strange curse. The mighty Citadel from which we have guarded the gates to the East for generations, has been corrupted by the evil Demoness, Andariel.
I still can't believe it... but she turned many of our sister Rogues against us and drove us from our ancestral home. Now the last defenders of the Sisterhood are either dead or scattered throughout the wilderness.
I implore you, stranger. Please help us. Find a way to lift this terrible curse and we will pledge our loyalty to you for all time.

Sorceress only:

Greetings, young Sorceress. It is good to see more of your kind at work in the world these dark days. In my opinion, the world needs more women to fight against the great shadow. But I am forgetting my manners...
I am Akara, High Priestess of the Sisterhood of the Sightless Eye. I welcome you, traveler, to our camp, but I'm afraid I can offer you but poor shelter within these rickety walls.
You see, our ancient Sisterhood has Fallen under a strange curse. The mighty Citadel from which we have guarded the gates to the East for generations, has been corrupted by the evil Demoness, Andariel.
I still can't believe it... but she turned many of our sister Rogues against us and drove us from our ancestral home. Now the last defenders of the Sisterhood are either dead or scattered throughout the wilderness.
I implore you, stranger: please help us. Find a way to lift this terrible curse and we will pledge our loyalty to you for all time.

Den of Evil:

Activation:
There is a place of great evil in the wilderness. Kashya's Rogue scouts have informed me that a cave nearby is filled with shadowy creatures and horrors from beyond the grave.
I fear that these creatures are massing for an attack against our encampment. If you are sincere about helping us, find the dark labyrinth and destroy the foul beasts.
May the Great Eye watch over you.

After Activation:

I should add that many Rogue scouts have died in that horrible place. We cannot afford to lose any more. If you choose to enter that Den of Evil, you must do so alone.

Return:
Your task is not complete until you have killed all the demons in that cave.

Completion:
You have cleansed The Den of Evil. You've earned my trust and may yet restore my Faith in humanity.
Your reward is training in the skill of your choice.

Sisters' Burial Grounds:

After Activation:
Blood Raven fought valiantly against Diablo in the catacombs beneath Tristram... She was never quite the same afterwards. It is now obvious she brought an evil influence back with her.

Return:
If you fail to destroy Blood Raven, I fear that our Order will perish forever.

Completion:
Andariel must be made to pay for her sacrilege!

The Search for Cain:

Activation:
It is clear that we are facing an Evil difficult to comprehend, let alone combat.
There is only one Horadrim sage, schooled in the most arcane history and Lore, who could advise us... His name is Deckard Cain.
You must go to Tristram and find him, my friend. I pray that he still lives.

After Activation:
Tristram is too far to journey by foot... Cain would likely be dead, when you arrived. However, there is a magical portal that will take you there instantly.
To open it, one must stand within the circle of Cairn Stones and touch them in a certain order. The proper order can be found in the runes written on the bark of the Tree of Inifuss.
You must find the sacred Tree of Inifuss and bring back its bark. I will translate the runes to unlock the Stones' mystic Pattern.

Return:
How will you find Cain without going to Tristram? Finding the Tree of Inifuss is the first step on your journey.

Return (with scroll):
Ah, very good. I have translated the runes on this scroll. You must find the Cairn Stones and touch them in the order that I have written.

Return (after scroll):
If he still lives, Deckard Cain may be in grave peril! You must hurry to Tristram before all is lost!

Completion:
You have risked your life to rescue Cain. For that we thank you.
We must seek his counsel immediately.

The Forgotten Tower:

After Activation:
The dangers there are not solely architectural. Once inside that wretched place, many succumb to a vile miasma.

Return:
There is no more I can tell you about that ancient tower.

Completion:
I thought the stories of treasure in the tower were nothing but lies. I am glad you found something of value in that Death-trap. Would that our Sisters had been so fortunate.

Tools of the Trade:

After Activation:
The retrieval of the Horadric Malus is not without risk. Our Monastery is filled with voracious hellspawn. You'd best be careful, my friend.

Return:
If you can't carry out this quest, how will you face the greater evils ahead?

Completion:
Well done, my friend. But remember, the return of the Horadric Malus is but one step in reclaiming the Monastery.

Sisters to the Slaughter:

After Activation:
Andariel has desecrated all we hold dear. She must not be permitted to serve Diablo.
Destroy her! Her corruption of our Order must be undone!

Return:
You have done much to help us, but I sense that this has only fueled Andariel's Fury. She will not stop until we are all dead.
You must kill Andariel before her army can gain the upper hand.

Completion:
Finally, we may rejoice!
We owe you a debt we can never repay. I only hope that in time we will be able to rebuild our Order.
All our thanks go with you, my friend.

Gossip:

General:
The wilderness is overrun with Evil and the minions of Hell have taken our rightful home. We must purge all Evil from the Monastery and restore order to the world.
I often Dream of the day we reclaim our own. The Sightless Eye sees through the Mist of time a great glory ahead, but how far ahead the Eye cannot discern.
Our mental discipline is matched only by our skill in archery... I only hope these are enough to withstand this awful trial.
Beware that you do not suffer the fate of the corrupted Rogues. To lose one's life is a tragedy, but to lose one's soul is even worse.
Even though the corrupted ones were once of our Order, you need not shy from slaying them, for they stand between you and Andariel.
Perhaps, when the Demon Queen is dead, our Sisters will return to life, but more likely they will be forever bound to their unholy pact.

About Charsi:
Charsi is young and innocent. However, I believe her Barbarian blood thrills to the prospect of adventure and danger. She takes great Pride in her work and finds comfort in the fact that her weapons and armor are helping to end this evil Plague.

About Deckard Cain:
I understand that Cain is the last descendant of the ancient Horadrim and that his knowledge of their Lore is vast. He could prove to be very useful in discerning the nature of our current crisis.

About Gheed:
To be honest, I have done my best to stay clear of Gheed. He wears dishonesty about himself like a cloak and seeks only to better his situation by preying on the misfortunes of others.

About Kashya:
Kashya has always been fiercely loyal, but I fear her anger and frustration over these recent events will lead her into harm's way. She is highly protective of the few Rogues remaining under her command and will not send them into combat unless there is dire need.

About Warriv:
Though he has only been our guest for a short time, I sense that Warriv has faced many harrowing trials. Though he knows, as I do, that a terrible evil has blanketed the land, his only real concern is to reach the eastern trading ports with his caravan.

Sorceress only:
The Sisterhood of the Sightless Eye has a long and distinguished history. Over the generations our Order has become a deadly fighting force as well as a bastion for women who sought to forge their own destiny.
Yet beware, young one, the lure of power and knowledge can lead to disaster. I have seen ambition foul the bravest of hearts and recklessness dull hard-won Wisdom.
You would do well to tread lightly upon the dark path you have chosen to explore.

Gossip (about Akara):

From Charsi:
Akara, our priestess and seer, is most upset by the corruption of our Sisters. I fear that she blames herself.

From Gheed:
Akara and Kashya are Sisters in the Order of the Sightless Eye, but they are worlds apart. Akara is a slow river of magic, and Kashya, a viper of war. They're both deeply devoted to their religious order, yet the corruption of their Sisters pains them both to no end.

From Kashya:
Akara has been like a mother to me for as long as I can remember. She is wise and good, but I don't think she has the Steel to retake our Monastery by force.

From Warriv:
Akara is the Rogues' High Priestess. She sells the few magic items in her possession and can even heal your wounds. She is very wise and will help you if she can.

Charsi

Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Greetings.
Hello.
I need your help.
Oh, hi there. It's good to see you again. Hey, nice armor!
What can I do for you?
What'cha need?
Yes?

Dialogues:

Introduction:

Hi there. I'm Charsi, the blacksmith here in camp. It's good to see some strong adventurers around here.
Many of our Sisters fought bravely against Diablo when he first attacked the town of Tristram. They came back to us true veterans, bearing some really powerful items. Seems like their victory was short-lived, though... Most of them are now corrupted by Andariel.
Barbarian only
Wow. You're a Barbarian, huh? It's really great to meet you. I've seen a few of your kind around here lately. I'm a little jealous... I wish I could go off adventuring with you.
Oh, by the way... I'm Charsi, the blacksmith here in camp.

Den of Evil:

After Activation:
The beasts from the cave have begun to roam throughout the countryside. You'd better be careful out there.

After Activation (Unused?):
You seem like a noble warrior. I hope you can help us.

Return:
You haven't cleared the cave, yet? Do you need anything?

Completion:
You are truly brave and skillful... Akara was worried about you.

Sisters' Burial Grounds:

After Activation:
Blood Raven was the leader of a Rogue band that once fought Diablo at Tristram.

Return:
Akara felt something was wrong even before Andariel descended upon us. She feared that Blood Raven had stumbled upon some evil force beneath Tristram.
I wish we had acted then...

Completion:
Kashya wishes to reward you for your defeat of Blood Raven. I thank you, too, even though Blood Raven was once my friend.

The Search for Cain:

After Activation:
If you bring back the bark of Inifuss, Akara will tell you how to get to Tristram.

Return:
Without the bark of Inifuss you can't find Cain.

Return (with scroll):
Get this to Akara.
Only she can understand it.

Return (after scroll):
I have heard that Tristram is now in ruins! Without Cain I fear for the ruin of all of us.

Completion:
Akara wishes to reward you for your bravery in returning Deckard Cain.

The Forgotten Tower:

After Activation:
That old tower is as rotten on the inside as it appears on the outside. I heard that several Sisters came to a gruesome end when a stairwell collapsed on them.

Return:
You're not ready to give up, are you?

Completion:
Those riches will serve you well on the long road ahead.

Tools of the Trade:

Activation:
When I fled the Monastery, I left behind the Horadric Malus, my enchanted smithing hammer. If you can retrieve it for me, I'll use its magic to strengthen your equipment.

After Activation:
The Monastery can Confuse even those who know it well. Stay alert in there.

Return:
The Malus is a Horadric artifact of great power. Please bring it back.

Completion:
Oh! Thanks so much for returning the Horadric Malus! I will now imbue one of your items with magical powers.

Sisters to the Slaughter:

After Activation:
Send Andariel back to the Hell she came from!

Return:
If you are the hero that you seem to be, now is the time to prove it.

Completion:
You'll probably go east now... It was good to know you. I hope you'll come back if you ever need anything.

Gossip:

General:
I don't know why some of my Sisters chose to follow Andariel. Those who strayed were among our finest warriors.

About Akara:
Akara, our priestess and seer, is most upset by the corruption of our Sisters. I fear that she blames herself.

About Deckard Cain:
I don't really know anything about Cain. He seems to have a lot of secrets... That makes me nervous.

About Gheed:
Oh, I like Gheed. He's very funny. He has all sorts of interesting stories from the places he's been. I wish I could see the sights he has.

About Kashya:
Oh, Kashya's fantastic. Sure, she's a little hard on outsiders, but who can blame her? All she wants is to protect our Order. But now that our Sisters have turned against us... I think this whole mess has hardened her heart.

About Warriv:
Warriv's all right, I guess. He seems too serious most of the time. I haven't really talked to him all that much.

Barbarian only:
You know, I've been with the Sisters for as long as I can remember. But Akara told me that my real parents were Barbarians from the northern tribes and that they were killed when I was very young.
Sometimes I wonder what my life would have been like if I had been raised as a Barbarian.
I don't know. I love being a blacksmith... but sometimes I just want to get out and explore the world, you know?

Gossip (about Charsi):

From Akara:
I understand that Cain is the last descendant of the ancient Horadrim and that his knowledge of their Lore is vast. He could prove to be very useful in discerning the nature of our current crisis.

From Gheed:
Charsi is a fine girl..., but she has no business savvy! I know she means well, but the prices she charges for weapons and armor will never earn her a profit.
As long as I keep filling her mind with stories of adventure, she'll never catch on to the fact that I'm raking in Gold hand over fist!

From Kashya:
Before our Exile, Charsi, our blacksmith, could fashion any implement of war.
Here in the camp, she merely makes do. Her best tools remain within the Monastery.

From Warriv:
Charsi seems to be a very sweet girl. She's The Smith around here and can help you by trading weapons and armor.
Description by Teebling
5

Can be used to make Runewords:

7

NPC’S Dialogues Compiled by Fellowship Part 1

Important Notice:

This Thread will be divided into many, many pages since there is a limit of 60 000 characters per pages. The entirety of the dialogues for all acts cumulates over 250 pages of material and so this will remain a work-in-progress by myself for a little while. Since I am unaware what the possibilities are for properly compiling on this site, it would help tremendously if anyone could refrain from posting on this thread until I am finished. Otherwise, the thread will be segmented and the cohesion will be lost. Also, over the course of time, I will add nice formating such as colors and images to each NPC'S so it is easier to search for specific lines of dialogues.

Thank you !

Act 1 - Rogue Encampment

Akara

Greetings:

Good day.
Good evening.
Good morning.
Greetings.
Hello.
The Order welcomes you.
Welcome back, my friend. We are still clearing the monastery, but you're welcome to stay here as long as you need.
Yes?

Dialogues:

Introduction:

I am Akara, High Priestess of the Sisterhood of the Sightless Eye. I welcome you, traveler, to our camp, but I'm afraid I can offer you but poor shelter within these rickety walls.
You see, our ancient Sisterhood has Fallen under a strange curse. The mighty Citadel from which we have guarded the gates to the East for generations, has been corrupted by the evil Demoness, Andariel.
I still can't believe it... but she turned many of our sister Rogues against us and drove us from our ancestral home. Now the last defenders of the Sisterhood are either dead or scattered throughout the wilderness.
I implore you, stranger. Please help us. Find a way to lift this terrible curse and we will pledge our loyalty to you for all time.

Sorceress only:

Greetings, young Sorceress. It is good to see more of your kind at work in the world these dark days. In my opinion, the world needs more women to fight against the great shadow. But I am forgetting my manners...
I am Akara, High Priestess of the Sisterhood of the Sightless Eye. I welcome you, traveler, to our camp, but I'm afraid I can offer you but poor shelter within these rickety walls.
You see, our ancient Sisterhood has Fallen under a strange curse. The mighty Citadel from which we have guarded the gates to the East for generations, has been corrupted by the evil Demoness, Andariel.
I still can't believe it... but she turned many of our sister Rogues against us and drove us from our ancestral home. Now the last defenders of the Sisterhood are either dead or scattered throughout the wilderness.
I implore you, stranger: please help us. Find a way to lift this terrible curse and we will pledge our loyalty to you for all time.

Den of Evil:

Activation:
There is a place of great evil in the wilderness. Kashya's Rogue scouts have informed me that a cave nearby is filled with shadowy creatures and horrors from beyond the grave.
I fear that these creatures are massing for an attack against our encampment. If you are sincere about helping us, find the dark labyrinth and destroy the foul beasts.
May the Great Eye watch over you.

After Activation:

I should add that many Rogue scouts have died in that horrible place. We cannot afford to lose any more. If you choose to enter that Den of Evil, you must do so alone.

Return:
Your task is not complete until you have killed all the demons in that cave.

Completion:
You have cleansed The Den of Evil. You've earned my trust and may yet restore my Faith in humanity.
Your reward is training in the skill of your choice.

Sisters' Burial Grounds:

After Activation:
Blood Raven fought valiantly against Diablo in the catacombs beneath Tristram... She was never quite the same afterwards. It is now obvious she brought an evil influence back with her.

Return:
If you fail to destroy Blood Raven, I fear that our Order will perish forever.

Completion:
Andariel must be made to pay for her sacrilege!

The Search for Cain:

Activation:
It is clear that we are facing an Evil difficult to comprehend, let alone combat.
There is only one Horadrim sage, schooled in the most arcane history and Lore, who could advise us... His name is Deckard Cain.
You must go to Tristram and find him, my friend. I pray that he still lives.

After Activation:
Tristram is too far to journey by foot... Cain would likely be dead, when you arrived. However, there is a magical portal that will take you there instantly.
To open it, one must stand within the circle of Cairn Stones and touch them in a certain order. The proper order can be found in the runes written on the bark of the Tree of Inifuss.
You must find the sacred Tree of Inifuss and bring back its bark. I will translate the runes to unlock the Stones' mystic Pattern.

Return:
How will you find Cain without going to Tristram? Finding the Tree of Inifuss is the first step on your journey.

Return (with scroll):
Ah, very good. I have translated the runes on this scroll. You must find the Cairn Stones and touch them in the order that I have written.

Return (after scroll):
If he still lives, Deckard Cain may be in grave peril! You must hurry to Tristram before all is lost!

Completion:
You have risked your life to rescue Cain. For that we thank you.
We must seek his counsel immediately.

The Forgotten Tower:

After Activation:
The dangers there are not solely architectural. Once inside that wretched place, many succumb to a vile miasma.

Return:
There is no more I can tell you about that ancient tower.

Completion:
I thought the stories of treasure in the tower were nothing but lies. I am glad you found something of value in that Death-trap. Would that our Sisters had been so fortunate.

Tools of the Trade:

After Activation:
The retrieval of the Horadric Malus is not without risk. Our Monastery is filled with voracious hellspawn. You'd best be careful, my friend.

Return:
If you can't carry out this quest, how will you face the greater evils ahead?

Completion:
Well done, my friend. But remember, the return of the Horadric Malus is but one step in reclaiming the Monastery.

Sisters to the Slaughter:

After Activation:
Andariel has desecrated all we hold dear. She must not be permitted to serve Diablo.
Destroy her! Her corruption of our Order must be undone!

Return:
You have done much to help us, but I sense that this has only fueled Andariel's Fury. She will not stop until we are all dead.
You must kill Andariel before her army can gain the upper hand.

Completion:
Finally, we may rejoice!
We owe you a debt we can never repay. I only hope that in time we will be able to rebuild our Order.
All our thanks go with you, my friend.

Gossip:

General:
The wilderness is overrun with Evil and the minions of Hell have taken our rightful home. We must purge all Evil from the Monastery and restore order to the world.
I often Dream of the day we reclaim our own. The Sightless Eye sees through the Mist of time a great glory ahead, but how far ahead the Eye cannot discern.
Our mental discipline is matched only by our skill in archery... I only hope these are enough to withstand this awful trial.
Beware that you do not suffer the fate of the corrupted Rogues. To lose one's life is a tragedy, but to lose one's soul is even worse.
Even though the corrupted ones were once of our Order, you need not shy from slaying them, for they stand between you and Andariel.
Perhaps, when the Demon Queen is dead, our Sisters will return to life, but more likely they will be forever bound to their unholy pact.

About Charsi:
Charsi is young and innocent. However, I believe her Barbarian blood thrills to the prospect of adventure and danger. She takes great Pride in her work and finds comfort in the fact that her weapons and armor are helping to end this evil Plague.

About Deckard Cain:
I understand that Cain is the last descendant of the ancient Horadrim and that his knowledge of their Lore is vast. He could prove to be very useful in discerning the nature of our current crisis.

About Gheed:
To be honest, I have done my best to stay clear of Gheed. He wears dishonesty about himself like a cloak and seeks only to better his situation by preying on the misfortunes of others.

About Kashya:
Kashya has always been fiercely loyal, but I fear her anger and frustration over these recent events will lead her into harm's way. She is highly protective of the few Rogues remaining under her command and will not send them into combat unless there is dire need.

About Warriv:
Though he has only been our guest for a short time, I sense that Warriv has faced many harrowing trials. Though he knows, as I do, that a terrible evil has blanketed the land, his only real concern is to reach the eastern trading ports with his caravan.

Sorceress only:
The Sisterhood of the Sightless Eye has a long and distinguished history. Over the generations our Order has become a deadly fighting force as well as a bastion for women who sought to forge their own destiny.
Yet beware, young one, the lure of power and knowledge can lead to disaster. I have seen ambition foul the bravest of hearts and recklessness dull hard-won Wisdom.
You would do well to tread lightly upon the dark path you have chosen to explore.

Gossip (about Akara):

From Charsi:
Akara, our priestess and seer, is most upset by the corruption of our Sisters. I fear that she blames herself.

From Gheed:
Akara and Kashya are Sisters in the Order of the Sightless Eye, but they are worlds apart. Akara is a slow river of magic, and Kashya, a viper of war. They're both deeply devoted to their religious order, yet the corruption of their Sisters pains them both to no end.

From Kashya:
Akara has been like a mother to me for as long as I can remember. She is wise and good, but I don't think she has the Steel to retake our Monastery by force.

From Warriv:
Akara is the Rogues' High Priestess. She sells the few magic items in her possession and can even heal your wounds. She is very wise and will help you if she can.

Charsi

Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Greetings.
Hello.
I need your help.
Oh, hi there. It's good to see you again. Hey, nice armor!
What can I do for you?
What'cha need?
Yes?

Dialogues:

Introduction:

Hi there. I'm Charsi, the blacksmith here in camp. It's good to see some strong adventurers around here.
Many of our Sisters fought bravely against Diablo when he first attacked the town of Tristram. They came back to us true veterans, bearing some really powerful items. Seems like their victory was short-lived, though... Most of them are now corrupted by Andariel.
Barbarian only
Wow. You're a Barbarian, huh? It's really great to meet you. I've seen a few of your kind around here lately. I'm a little jealous... I wish I could go off adventuring with you.
Oh, by the way... I'm Charsi, the blacksmith here in camp.

Den of Evil:

After Activation:
The beasts from the cave have begun to roam throughout the countryside. You'd better be careful out there.

After Activation (Unused?):
You seem like a noble warrior. I hope you can help us.

Return:
You haven't cleared the cave, yet? Do you need anything?

Completion:
You are truly brave and skillful... Akara was worried about you.

Sisters' Burial Grounds:

After Activation:
Blood Raven was the leader of a Rogue band that once fought Diablo at Tristram.

Return:
Akara felt something was wrong even before Andariel descended upon us. She feared that Blood Raven had stumbled upon some evil force beneath Tristram.
I wish we had acted then...

Completion:
Kashya wishes to reward you for your defeat of Blood Raven. I thank you, too, even though Blood Raven was once my friend.

The Search for Cain:

After Activation:
If you bring back the bark of Inifuss, Akara will tell you how to get to Tristram.

Return:
Without the bark of Inifuss you can't find Cain.

Return (with scroll):
Get this to Akara.
Only she can understand it.

Return (after scroll):
I have heard that Tristram is now in ruins! Without Cain I fear for the ruin of all of us.

Completion:
Akara wishes to reward you for your bravery in returning Deckard Cain.

The Forgotten Tower:

After Activation:
That old tower is as rotten on the inside as it appears on the outside. I heard that several Sisters came to a gruesome end when a stairwell collapsed on them.

Return:
You're not ready to give up, are you?

Completion:
Those riches will serve you well on the long road ahead.

Tools of the Trade:

Activation:
When I fled the Monastery, I left behind the Horadric Malus, my enchanted smithing hammer. If you can retrieve it for me, I'll use its magic to strengthen your equipment.

After Activation:
The Monastery can Confuse even those who know it well. Stay alert in there.

Return:
The Malus is a Horadric artifact of great power. Please bring it back.

Completion:
Oh! Thanks so much for returning the Horadric Malus! I will now imbue one of your items with magical powers.

Sisters to the Slaughter:

After Activation:
Send Andariel back to the Hell she came from!

Return:
If you are the hero that you seem to be, now is the time to prove it.

Completion:
You'll probably go east now... It was good to know you. I hope you'll come back if you ever need anything.

Gossip:

General:
I don't know why some of my Sisters chose to follow Andariel. Those who strayed were among our finest warriors.

About Akara:
Akara, our priestess and seer, is most upset by the corruption of our Sisters. I fear that she blames herself.

About Deckard Cain:
I don't really know anything about Cain. He seems to have a lot of secrets... That makes me nervous.

About Gheed:
Oh, I like Gheed. He's very funny. He has all sorts of interesting stories from the places he's been. I wish I could see the sights he has.

About Kashya:
Oh, Kashya's fantastic. Sure, she's a little hard on outsiders, but who can blame her? All she wants is to protect our Order. But now that our Sisters have turned against us... I think this whole mess has hardened her heart.

About Warriv:
Warriv's all right, I guess. He seems too serious most of the time. I haven't really talked to him all that much.

Barbarian only:
You know, I've been with the Sisters for as long as I can remember. But Akara told me that my real parents were Barbarians from the northern tribes and that they were killed when I was very young.
Sometimes I wonder what my life would have been like if I had been raised as a Barbarian.
I don't know. I love being a blacksmith... but sometimes I just want to get out and explore the world, you know?

Gossip (about Charsi):

From Akara:
I understand that Cain is the last descendant of the ancient Horadrim and that his knowledge of their Lore is vast. He could prove to be very useful in discerning the nature of our current crisis.

From Gheed:
Charsi is a fine girl..., but she has no business savvy! I know she means well, but the prices she charges for weapons and armor will never earn her a profit.
As long as I keep filling her mind with stories of adventure, she'll never catch on to the fact that I'm raking in Gold hand over fist!

From Kashya:
Before our Exile, Charsi, our blacksmith, could fashion any implement of war.
Here in the camp, she merely makes do. Her best tools remain within the Monastery.

From Warriv:
Charsi seems to be a very sweet girl. She's The Smith around here and can help you by trading weapons and armor.
7
OP
NPC’S Dialogues Compiled by Fellowship Part 2

Desckard Cain


Greetings:

Good afternoon.
Good day.
Good evening.
Good morning.
Good to see you!
Greetings.
Hello.
I have a quest for you.
I have a reward for you!
I have news for you.
Stay a while and listen.
Yes?
You have returned!

Act One Dialogues

The Search for Cain:

Before Rescue:
Help!

After Rescue:
...I thank you, friend, for coming to my aid.

Complete Act 1 without rescuing Cain:
Oh... Blessings on the Rogues! They finally rescued me from that cursed place!

Completion:
As a token of my gratitude, I will identify items for you at no Charge.

Tragedy of Tristram:
Regrettably, I could do nothing to prevent the disaster which devastated Tristram. It would appear that our greatest fears have come to pass. Diablo, the Lord of Terror, has once again been set loose upon the world!
As you know, some time ago Diablo was slain beneath Tristram. And when our hero emerged triumphant from the labyrinth beneath town, we held a grand celebration that lasted several days.
Yet, as the weeks passed, our hero became increasingly aloof. He kept his distance from the rest of the townsfolk and seemed to lapse into a dark, brooding depression. I thought that perhaps his ordeal had been so disturbing that he simply could not put it out of his mind. The hero seemed more tormented every passing day. I remember he awoke many times -- screaming in the night -- always something about 'the East'.
One day, he simply left. And shortly thereafter Tristram was attacked by legions of foul demons. Many were slain, and the demons left me to die in that cursed cage.
I believe now that Tristram's hero was that Dark Wanderer who passed this way before the Monastery fell.
I fear even worse, my friend... I fear that Diablo has taken possession of the hero who sought to slay him. If true, Diablo will become more powerful than ever before.
You must stop him or all will be lost.

The Forgotten Tower:

After Activation:
That tower marks a place of danger. There is an epic poem about it... How much sorrow one can stand was tested there.

Return:
Quickly in and quickly out is all the advice I can give you.

Completion:
Well done, my friend. Courage and opportunity together have created in you a kind of alchemy.

Tools of the Trade:

After Activation:
The Malus was forged and enchanted by the ancient Horadric Mages during the Sin Wars. When their union dissolved, the Malus was entrusted to the Sisterhood guarding the pass into the East.

Return:
The Malus has eluded you so far. Well, search thoroughly in the Barracks... That is where the Rogues kept their forge.

Completion:
The magical effects imbued by the Malus are impossible to predict, but are always to the good.

Sisters to the Slaughter:

Activation:
It is certain that we face the demon queen, Andariel, who has corrupted the Rogue Sisterhood and defiled their ancestral Monastery. This does not bode well for us, my friend.
Ancient Horadric texts record that Andariel and the other Lesser Evils once overthrew the three Prime Evils -- Diablo, Mephisto and Baal -- banishing them from Hell to our world. Here, they caused mankind untold anguish and suffering before they were finally bound within the Soulstones.
Andariel's presence here could mean that the forces of Hell are once again aligned behind Diablo and his Brothers. If this is true, then I fear for us all.
You must kill her before the Monastery becomes a permanent outpost of Hell and the way east lost forever.

After Activation:
Diablo is heading east for some foul purpose. And the only passage east is through the Monastery Gate. Obviously, Diablo summoned Andariel to block any pursuit.
For her part Andariel hopes to win Diablo's favor... the lesser demons are always vying for positions of power within the unholy hierarchy!

Return:
It is clear that Andariel is acting on behalf of Diablo to prevent anyone from following him eastward. Her defeat would allow you to continue the pursuit.
Ancient Lore has it that while Andariel was spawned in the Burning Hells, she is not fond of fire.

Completion:
This is a great victory indeed, but many more battles await. I will accompany you on your journey, lending what assistance I can...
Remember... Diablo is still out there, seeking something in the desert. I'm afraid that this nightmare will not end until you find what it is that he seeks.

Gossip:

General:
Long ago, the Soulstones were given to the Horadrim by the Archangel Tyrael. They were used to bind the three Prime Evils. I now know that even these holy artifacts were no match for Diablo's power.
I hope that his two brothers are more securely held... but I fear the worst.
It takes time to master your skills... and use will hone your technique. But take care to choose your new skills wisely.
You may recover some mysterious things from the demons you kill. Some of great use to you... some of great peril! Bring them to me and I'll reveal their secrets.
Have I told you about the Horadrim? They were an ancient confederation of mage-clans who sought to bind the three Prime Evils for Eternity. The Horadrim are now nearly forgotten... and it appears that the bonds they wove are unravelling!
As the last of the Horadrim, I pray that I can help you remedy their failure.
After Sisters to the Slaughter Activation
Long ago, Diablo and his brothers were cast out of Hell by the Lesser Evils. It seems that Hell's balance has shifted, as Andariel is now aligned with the Lord of Terror. Her presence here in the mortal realm does not bode well for us.

Gossip (about Deckard Cain):

From Akara:
I understand that Cain is the last descendant of the ancient Horadrim and that his knowledge of their Lore is vast. He could prove to be very useful in discerning the nature of our current crisis.

From Charsi:
I don't really know anything about Cain. He seems to have a lot of secrets... That makes me nervous.

From Gheed:
That old coot, Cain, is as crazy as a wet Quill Rat. I hear he survived whatever happened in Tristram. Personally, I wouldn't trust a thing he has to say.

From Kashya:
Some of my Rogues told me of Deckard Cain. They said that he is a man of great Wisdom. Personally, I don't know how wise he could possibly be if he never learned how to wage battle himself.

From Warriv:
Cain seems to have great Wisdom regarding the supernatural. I hope I never live to be that wise...

Act Two Dialogues:

Radament's Lair:

After Activation
The Horadrim used to mummify their highest mages, and infuse them with spells that would allow them to protect their tombs, even after Death.
I have no idea why one of them would be acting so malevolently. Perhaps Drognan or Fara would know more about this.

Return:
The Horadric mummies were created to protect the tombs, but Radament is far from his burial chamber. Given the aberrations that have been witnessed lately, it comes as no surprise that even the ancient guardian spells have begun to unravel. Be wary of this as you venture farther into the desert.

Completion:
If you haven't already, tell Atma that Radament is dead. It may help to ease the weight of her mourning.

The Horadric Staff:

Activation:
Ahh... The lost Horadric Scroll! What a fortunate turn of events...
As the last living Horadrim, I alone have knowledge of its meaning. Now, to read the Horadric runes it bears. Hmmm...
The Horadric Mages, after binding Baal within Tal Rasha, magically sealed off his Burial Chamber from the mortal realm. Those same Mages also crafted fearsome Horadric Staves and imbued them with the special power to open the Chamber's hidden door.
After nearly losing one to the thievery of a rogue sorcerer, they divided all the Horadric Staves into two parts - wooden shaft and metal headpiece - hiding them separately to safeguard them.
The Horadrim foresaw our current plight and designed the hiding places to reveal themselves to worthy heroes like you.
Collect both parts of a Horadric Staff and unite them using a Horadric Cube. Then, you may enter Tal Rasha's Burial Chamber.

Return (with Horadric Cube):
You have quite a treasure there in that Horadric Cube. According to Horadric Lore, the Cube can restore a Horadric Staff.
To do it - use the Cube as you would a scroll. When the Cube opens, place both pieces of the Staff into it and use the Cube's transmute power.
You'll be pleased to know that the Cube has other alchemical uses as well...
Six gems plus one sword transmute into a socketed Long Sword.
You may also transmute two quivers of Crossbow Bolts into one quiver of Arrows, while two quivers of Arrows yield one quiver of Bolts.
I must leave it to you to discover other formulae.

Return (with Staff of Kings):
The Staff of Kings! You astound me, my friend. You have discovered the shaft portion of a Horadric Staff.
I trust you know how to use a Horadric Cube to unite the shaft with its headpiece.

Return (with Viper Amulet):
The Viper Amulet you bear is actually the headpiece of a Horadric Staff!
Yes... You have an uncanny knack for finding rare and valuable artifacts. Of course, you'll have to use a Horadric Cube to combine the headpiece with the shaft.

Return (with Horadric Staff):
Excellent! You have a Horadric Staff.
Carry it with you into Tal Rasha's Tomb. Find within the Tomb the chamber whose floor is inset with the Circle of Seven Symbols.
Place the Staff into the receptacle you find there. That will open the secret passage into Tal Rasha's Burial Chamber.
But, be prepared for a fight - you'll likely have to kill Tal Rasha to destroy Baal.

Tainted Sun:

After Activation:
Drognan may have some advice on this matter. Hmm... I think I'll speak with him myself.

Return:
The source of this spell is probably a magical altar. It will not be enough to kill the Claw Vipers. To reverse the spell you must destroy the altar.
Completion (only if spoken to first)
I've been speaking with Lord Jerhyn, and I sense that he is becoming more and more agitated by something. You should try to talk to him again.
If he still won't take you into his confidence, seek to prove yourself a bit more. I gather that his respect for you is growing.

Arcane Sanctuary:

After Activation:
I very much doubt that Horazon still lives in his Sanctuary. He possessed great power and influence over demons, but even that may not have been enough in the end. One of his notoriety cannot easily remove himself from the vengeful reach of Hell.

Return:
I've been thinking about the problems in Jerhyn's palace. Perhaps this has occurred to you as well...
If those cellar passageways lead to The Arcane Sanctuary, then that is where the demons came from. Horazon's haven must have been breached!

Completion:
You must move quickly now, friend, for Diablo is undoubtedly close to finding what he seeks. Find the Tomb of Tal Rasha before he frees the Lord of Destruction.

The Summoner:

After Activation:
The appearance of the mage you describe sounds like one I met back in Tristram. Many Vizjerei came to fight against Diablo, the Lord of Terror. Perhaps, this is one of them.
You know, fate seems to have frowned upon all of the heroes who confronted that terrible Evil. Take care or the same may happen to you.

Completion:
I hope that this false Summoner found Peace in Death. Unfortunately, it is more likely that he will be dragged down into Hell by the demons he was bound to.
Let this be a lesson to you... Demonic magic is a quick path, but its powers are seductive and deadly.

The Seven Tombs:

After Activation:
Diablo nears his goal. We have little time to lose.
Remember, my friend, that Andariel gave herself willingly to Diablo's cause. It would be prudent to assume that the other Evils will attempt to aid their master as well.

Completion:
The Archangel Tyrael was the one who gave the Soulstones to the Horadrim two hundred and sixty years ago.
It is highly unusual for the forces of Heaven to so directly interfere with man's destiny, but Tyrael was said to act of his own volition. We have never been able to discern why.
Perhaps, he goes against the consensus of Heaven because he doubts our ability to defend ourselves, or perhaps, he sees more threat than his peers.
Where the actions of Hell often seem straightforwardly bent on Destruction, the motives of Heaven are unfathomable.
Now make haste... Both Diablo and Baal must be stopped before they join with their brother, Mephisto. If the three Prime Evils unite once again, the world as we know it will be no more.

Gossip:

About Elzix:
Elzix is quite a scoundrel, but I like him all the same.

About Fara:
There is something about Fara that troubles me. Her manner is strange for a lonely desert-maid.

About Jerhyn:
Greetings, my friend. Have you spoken to Jerhyn yet? He's quite a remarkable leader for being such a young man. Then again, the old blood has always run strong in this land.

About Meshif:
Meshif is an interesting man. Part of him longs for the freedom of the open seas... Yet his heart belongs in his homeland.

About Warriv:
I talked at length with Warriv as we crossed the desert from Khanduras. He has many fascinating tales of the dangers in the desert. His experience may be useful to you.

Gossip (about Deckard Cain):

From Drognan:
I have heard of your friend, Cain. He is the last of the Horadrim. You would do well to heed whatever advice he has to give you.

Act Three Dialogues:

Introduction:
I've not set foot in glorious Kurast for many years. But I never would have imagined it could be so corrupted.
Certainly, this must be Mephisto's work! You'd best get going, my friend. Diablo and Baal are still out there and you must find them.

The Golden Bird:

Return (with Jade Figurine):
Back in Lut Gholein Meshif told me he had a fondness for jade figurines. On his trading voyages he collected an odd assortment of such small statues.
I would show him your figurine.

Return (with Golden Bird):
I've read legends about a sage named Ku Y'leh, who studied the mysteries of life beyond Death.
If I remember correctly, his ashes were ensconced within a golden statuette. It was a very strange tale.

Completion:
So, Meshif had The Golden Bird all along. I wonder if he knows what he gave up for that jade figurine.

Blade of the Old Religion:

After Activation:
I've done some research on the Taan mage-clan, and it seems that most of their magical studies were focused on Skatsimi rites.
If anyone is qualified to use the powers of The Gidbinn, it would be Ormus.

Return:
Since you haven't come across The Gidbinn yet, the Dagger must be deeper in the jungle nearer Kurast.

Completion:
Who could have foreseen that the Old Religion would play such an effective role in our war against the Three? Again, your efforts amaze me, my friend.

Khalim's Will:

Activation:
Never forget that your ultimate purpose here in Kurast is to destroy Mephisto. The ancient Horadrim imprisoned the Lord of Hatred inside The Guardian Tower that is located within the Temple City of Travincal.
Know this, friend. The only way to gain entry to Mephisto's prison is to destroy the artifact known as the Compelling Orb.
Mephisto used this device to control the Zakarum Priests and their followers. The Orb can only be destroyed with an ancient Flail imbued with the Spirit of the one incorruptible priest.
Soon after his imprisonment, Mephisto worked his evil corruption on the Zakarum priesthood. All were turned to his dark ways, save one - Khalim, the Que-Hegan of the High Council.
Mephisto directed the other Council priests to slay and dismember Khalim and then scatter his remains across the Kingdom. The Priest Sankekur succeeded Khalim as Que-Hegan, eventually becoming the embodiment of Mephisto here on the mortal plane.
The corrupted High Council fashioned an Orb to control the rest of the Zakarum faithful and used their powers to hide the lair of their master from mortals.
Your task is to collect the scattered relics of Khalim - his Heart, his Brain, and his Eye. Then, using the Horadric Cube, transmute Khalim's Flail with his relics.
Once this is accomplished, you must destroy the Compelling Orb with Khalim's Will to open the way into the corrupt sanctum of Mephisto.

Return (with Eye):
Ahh... Khalim's Eye! Only it can reveal the true path to Mephisto.
Place the Eye in the Horadric Cube along with Khalim's other relics - the Heart, the Brain, and the Flail.

Return (with Brain):
This is most fortunate! Khalim's Brain knows Mephisto's weakness.
Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Heart, and the Flail.

Return (with Heart):
You have found Khalim's Heart, and it still bears the courage to face Mephisto!
Place it in the Horadric Cube along with Khalim's other relics - the Eye, the Brain, and the Flail.

Return (with Flail):
Once properly imbued, Khalim's Flail can destroy the Compelling Orb and reveal the way to Mephisto.
Place it into the Horadric Cube along with Khalim's relics - his Heart, his Brain, and his Eye. Then, transmute them to carry out Khalim's Will.

Completion:
Masterfully done, hero! You have crafted Khalim's Will. Employ it to destroy the Compelling Orb and open the way to Mephisto.
May the true Light guide your way.

Lam Esen's Tome:

After Activation:
The Black Book is a powerful source of information. The Zakarum will do everything in their power to stop you from obtaining it.

Return:
I heard that there are ruined temples in Kurast. Perhaps you will find the Black Book in one of them.

Completion:
You have found a source of information powerful enough to turn the tide against the Zakarum.

The Blackened Temple:

After Activation:
Ormus tells me that the Council is comprised of tremendously powerful priests. It will be difficult to best them.
After Activation ( Lam Esen's Tome quest wasn't completed)
The Temple City is well guarded. You'd best keep your wits about you.

Return:
Sankekur may be using a Compelling Orb to control the minds of the Children of Zakarum.

Completion:
Ridding Kurast of the Council of Zakarum was essential. Still, there is more you must do. The Compelling Orb, too, must be destroyed.
Diablo and Baal must be close to finding their brother, Mephisto, by now. You've no time to waste.

The Guardian:

After Activation:
You must reach Mephisto before his brothers do.

After Activation ( Lam Esen's Tome quest wasn't completed):
The ancient Horadrim always feared that the Three would escape their prisons and unite. I can't believe that I, the last of their Order, have seen it come to pass.
You are the only one who can prevent this, my friend. The final hour draws near.

Return:
Search the Tower thoroughly. Mephisto must not escape.

Completion:
Our Faith in you was well deserved. But Diablo has made his way to Hell; and it is likely that Baal followed him there.
Enter the Infernal Gate and kill the Lord of Terror before all is lost. Only then will our world be saved!

Gossip:

About Asheara:
Asheara seems like a very tough woman. I'd be careful around her if I were you.

About Hratli:
Drognan told me of Hratli when we were in Lut Gholein. He said that he weaves magic into his forge and produces mystical weapons and armor.
His skills could be quite useful to you.

About Meshif:
Seeing his homeland in such a state must be horrifying to Meshif. I'm surprised he's willing to remain here in order to help you.

About Natalya:
Have you met, Natalya? She appears to be a member of the Khral-Harzhek, a secret order that has been around for centuries... almost as long as the Horadrim, itself.
Her presence here makes me uneasy, for they are traditionally sworn to hunt down Magi who have betrayed the trust of their order.
I wonder why she is here.

About Ormus:
Judging from his dress and strange markings, I would guess that Ormus is from the ancient Taan mage-clan. Yet none of the others here seem to know that he is a sorcerer.
The Taan were once as powerful as the Vizjerei clan, but their studies were even more secretive. I wonder what he's hiding.
Ormus would like you to think him mad. Better to watch his actions than listen to his words.

Gossip (about Deckard Cain):

From Hratli:
This, Cain, whom you brought with you. He has the bearing of great power, yet I sense no magic about him. He is an Enigma to me.

From Meshif:
Your companion, Cain, must have known that he would be in grave danger here. You are great, indeed, to elicit such loyalty.

From Natalya:
I've heard the name of Deckard Cain many times. He's the last of the Horadrim, and thus, I must Honor him. You must be powerful, indeed, if one such as he accompanies you.

From Ormus:
Deckard Cain... Ormus has no time for the last son of the Horadrim. Pride led that holy Order to failure.

Act Four Dialogues:

Greeting:
Hello, my friend. I was hoping you'd return. It gets very unnerving here...especially when I'm alone.

Introduction:
Can you believe this place? Did you ever dare to Dream that you'd one day stand upon the crossroads between Heaven and Hell? This Pandemonium Fortress is truly miraculous.
However, your journey is not yet over. Diablo still roams free in Hell, marshalling his demonic forces. Only when he is beaten will our world finally have Peace.
Hurry now... the sands of time slow for no one!

The Fallen Angel:

After Activation
Tyrael has asked you to confront Izual the Fallen? He must have great Faith in your abilities!
I trust you know what you're doing... Be careful. You're our last hope.

Return:
Having trouble finding The Fallen Angel, eh?
You'd better hurry. It's beginning to feel like some great evil is permeating the air around here.

Completion:
You're lucky to be alive, my friend! It is imperative that you find and stop Diablo!
You should speak of this with Tyrael. He will know what to make of this.

Hell's Forge:

Activation:
The time has come for you to destroy Mephisto's Soulstone!
Take the Stone to The Hellforge. Place it upon the forge and strike it soundly with the Hammer.
Only by doing this can you prevent Mephisto from manifesting in this world ever again.

Activation ( Mephisto's Soulstone wasn't picked up):
The time has come to destroy Mephisto's Soulstone!
Although I picked it up before entering the Infernal Gate, I believe you should carry out this crucial mission.
Take the Stone to The Hellforge. Place it upon the forge and strike it soundly with the Hammer.
Only by doing this can you prevent Mephisto from manifesting in this world ever again.

Completion:
Congratulations, hero!
Surely, even Diablo, himself, sensed the Fury unleashed when you smashed his Brother's Soulstone.

Terror's End:

After Activation:
You don't have time to dally about here!
Diablo awaits you in Hell. Remember... Diablo's greatest weapon against you is Terror.
Don't give in to your fears. Resist his power and put an end to him for good!

Completion (Diablo II):
I knew there was great potential in you, my friend. You've done a fantastic job.
Though my ancestors often struggled against the Three Evils and their minions, I've always lived a shut-in, scholarly life. I'm glad that my Wisdom aided you.
Now, I wish to leave this place. Though Heaven's Gates are a marvel to behold, I hope I won't have to see them again for many, many years.

Completion (Diablo II:LoD):
I knew there was great potential in you, my friend. You've done a fantastic job.
Though my ancestors often struggled against the Three Evils and their minions, I've always lived a shut-in, scholarly life. I'm glad that my Wisdom aided you.
Now, I wish to leave this place. Though Heaven's Gates are a marvel to behold, I hope I won't have to see them again for many, many years.
Please talk to Tyrael about leaving this place now!

Gossip:
About Tyrael
I have read much about the enigmatic Archangel Tyrael. He was revered in Horadrim Lore both for his compassion for mortals and his unquenchable Spirit.
It was rumored that he went against the wishes of Heaven and gave the Horadrim the original Soulstones in order to trap Diablo and his Brothers.

Gossip (about Deckard Cain):

From Tyrael:
Long ago, I swore an Oath to watch over the Horadrim and their descendants.
As Deckard Cain is the last of their esteemed Order, I will not allow him to perish here so far from the lands of his birth.
Be at ease, hero, I know that he is your friend. He shall come to no harm.

Act Five Dialogues:

Introduction:
I am amazed to find this place so untouched. Everything else in the path of Baal the Lord of Destruction lies in ruin.
These Barbarians must indeed be the legendary guardians of Mount Arreat. They are a proud, hardy people. Don't expect to be greeted warmly -- strangers here rarely are.
Perhaps I can gain their trust. I'll spend some time with the townsfolk and try to understand them better. I'll let you know what I discover.

Siege on Harrogath:

After Activation
I believe that stopping the Siege on Harrogath is the only way for you to earn the trust of these people.

Return:
I understand your reluctance, but now is the time to strike.

Completion:
Those catapults were like nothing I have ever seen before. You have prevailed against Shenk, my friend, but Baal is still far ahead of you.

Rescue on Mount Arreat:

After Activation:
I know firsthand that captivity is a sad fate for a man. Find them quickly.

Return:
If you are having trouble finding Qual-Kehk's soldiers, you should talk to Malah. She healed those who made it back before. Perhaps she would have some advice.

Completion:
You've become a hero to this town, my friend. The shadows have lifted ever since you brought the Light to Harrogath.

Prison of Ice:

After Activation:
I would listen to Malah. Nihlathak speaks with a venomous tongue and acts as if the entire weight of this town rests upon his shoulders.
Perhaps there is more going on here than we know.

Return:
Nihlathak's story does sound reasonable, considering what I've heard about Anya. However, the best lies are often hidden within truth.
Return (after finding Anya)
Goodness! Anya frozen by that Fallen Barbarian, Nihlathak...Perhaps Malah can help you where I cannot.

Completion:
For one so young, Anya commands great respect. Now that she is here, I will make it a point to talk to her about Mount Arreat.
You should do the same.

Betrayal of Harrogath:

After Activation:
Regretfully, I know very little about this Relic. However, if what the others say is true, then Baal must not gain possession of it.
Stop Nihlathak...before all is lost.

Return:
Ohh...This is a truly horrible turn of events.
I know it seems you have always been one step behind, my friend. But look at it this way...You have evil on the run.

Completion:
Beware! Baal grows stronger with every passing moment.

Rite of Passage:

After Activation:
A test of mettle is a fitting Rite of Passage for a Barbarian hero.

Return:
We have come too far to be defeated now, my friend. I have seen you complete many difficult quests. Though this may be your greatest trial, it is not beyond your reach.

Completion:
You have proven yourself to these people. They look to you as their warrior, their champion.

Eve of Destruction:

Return:
Remember this. Baal once possessed Tal Rasha, one of the most powerful of the ancient Horadrim.
Your battles with Mephisto and Diablo will pale in comparison to your battle with Baal.
The Lord of Destruction aided by Tal Rasha's knowledge...The mountain itself will tremble when you clash.

Completion:
I knew in time you would defeat Baal. You have done everything you set out to do, my friend.
Ever since you rescued me from Tristram, I have believed in you. It has been a supreme Honor to aid you along the way.
So...The Worldstone was corrupted by Baal. And now Tyrael must destroy it. Worry not. Through whatever lies ahead I have Faith that the Light will guide us both.
Go, now, back to the Worldstone Chamber, and enter the portal Tyrael has opened for you.

Gossip:

General:
With hellspawn, size is no measure of their threat. Demons half the size of men can kill with a gesture, while hellish pack animals trample any who stand in their way.
Though these Barbarians are known throughout the kingdoms as ferocious fighters, they are also capable of great compassion.
They have trained throughout history for a battle their legends foretell will decide the fate of the world.
The angel Tyrael has watched over the guardians of Arreat throughout history. I do not believe that Baal and Tyrael have come to fight over a paltry few souls.
They are here to settle a conflict as old as time itself.
During my time with the Horadrim, we often debated the nature of Mount Arreat.
We knew that the Barbarian clans zealously guarded the mountain as their sacred duty. However, many dismissed their Zeal as simple superstition...combined with an inborn hostility toward outsiders.
Those Horadrim who trekked up Arreat were never heard from again...Still, I do not believe they died at the hands of Barbarians.
All users of the magical arts know of Mount Arreat, but few understand its true nature. It is the nexus of an unfathomable magic.
It bodes ill that the Lord of Destruction races to its summit with such purpose. I fear for the whole world should Baal gain what he seeks.
I have spent decades trying to understand the forces at work in this world. But in the face of all that is transpiring, I realize how meager my knowledge is.
I will be of assistance where I can, my friend.
Though the Elder Council of Harrogath is gone, there are many capable young leaders to take their place.
Anya certainly has enough courage and intelligence to lead them all, if they can survive this catastrophe.
It is my belief that the Soulstones are at the center of this conflict. If only that fool Marius had not intervened, Baal would still be imprisoned within Tal Rasha.

About Anya:
Ah, Anya. Such a fine example of feminine strength...
She reminds me of the Zakarum priestesses I knew in my youth. They don't take vows of chastity, you know.

About Larzuk:
It is fortunate that this town has such a talented smith.
The quality of Larzuk's work surely complements your skills. In fact, he would have been quite welcome amongst the Horadrim.
7
OP
NPC’S Dialogues Compiled by Fellowship Part 3

Gheed

Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you again. Since the Rogues have been moving back into their monastery, they haven't been buying anything from me!
Greetings.
Hello.
Let's deal, my friend.
May I help you?
I need your help.
What'cha need?
Yes?

Dialogues:

Introduction:
Good day to you partner! I'm Gheed and I can already tell that I'll be your best friend in this forsaken camp.
A spare weapon, some Gold, a small gem is all I want in exchange for the equipment you'll need on whatever quests you might undertake.
Now, now, now... Don't be shy, all of my items are guaranteed for life and come with a two-day warranty!

Necromancer only:
A Necromancer! I hoped I'd never have to lay my eyes on one of your kind again. ... The recent troubles in this area have brought out all kinds, I see. Nevertheless, your money's good...
A spare weapon, some Gold, a small gem is all I want in exchange for the equipment you'll need on whatever quests you might undertake!
Now, now, now... Don't be shy, all of my items are guaranteed for life and come with a two-day warranty!

Den of Evil:

After Activation:
You're a brave soul! I'd sooner thrust my sacred Scepter into the foulest, carbuncular trull than set one boot into that cave.

Return:
Demons still befouling that cave, huh? I think you might need a new weapon.

Completion:
The only good demon is a dead one, I say.
By the way, did you happen to find anything in that cave you'd like to sell?

Sisters' Burial Grounds:

After Activation:
I'm sorry... The undead are bad for trade. I have a strict no-return policy.

Return:
I wonder if that old gossip, Melra, is among the undead? Oh, she had dirt on everybody.

Completion:
Some of those gals weren't so nice the first time around.

The Search for Cain:

After Activation:
I would sooner micturate in a tankard of my own ale than journey to Tristram!

Return:
Barking up the wrong tree, huh? You'll find it, just keep looking.

Return (with scroll):
Look, friend... I trade a lot of strange items, but I'm not going to start dealing in bark. Okay?

Return (after scroll):
I'm told that Tristram now resembles a mead hall... after a Barbarian wedding! I will wait here for your most glorious return.

Completion:
Ah, Cain is here... another customer. I haven't been this pleased since a love-starved maiden let down a bit more than her hair.

The Forgotten Tower:

After Activation:
The only Wealth you're likely to find there is a Wealth of vermin.

Return:
Guess what! I've named a boil on my ass after you. It, too, bothers me every time I sit down.

Completion:
Warriv's advice is like corpse gas; it befouls the air for a moment and then it disappears.

Tools of the Trade:

After Activation:
Charsi talks of nothing anymore, but this Horadric Malus. Between you and her my ears need a rest.
Just find it and bring it back quickly.

Return:
I have heard that you bear us no Malus.

Completion:
I guess it's too late to take back some of the names I called you.

Sisters to the Slaughter:

After Activation:
You're going after Andariel?
... One of my wagon wheels is in need of repair. I'll be under the wagon, if I'm needed.

Return:
Have you stumbled upon that Demon Queen, yet? I hear she's quite the beauty... as far as Maidens of Anguish go, that is.

Completion:
I'm going to party like it's 999!

Gossip:

General:
Andariel's demonic forces have taken up residence in the forests as well as the Monastery. Uh-uh. I won't be venturing out of the camp. So, if you need anything, I'll be right here.
When - or if - I get to Lut Gholein, I'm going to find the largest bowl of Narlant weed and Smoke 'til all earthly sense has left my body.

About Akara:
Akara and Kashya are Sisters in the Order of the Sightless Eye, but they are worlds apart. Akara is a slow river of magic, and Kashya, a viper of war. They're both deeply devoted to their religious order, yet the corruption of their Sisters pains them both to no end.

About Charsi:
Charsi is a fine girl..., but she has no business savvy! I know she means well, but the prices she charges for weapons and armor will never earn her a profit.
As long as I keep filling her mind with stories of adventure, she'll never catch on to the fact that I'm raking in Gold hand over fist!

About Deckard Cain:
That old coot, Cain, is as crazy as a wet Quill Rat. I hear he survived whatever happened in Tristram. Personally, I wouldn't trust a thing he has to say.

About Kashya:
Akara and Kashya are Sisters in the Order of the Sightless Eye, but they are worlds apart. Akara is a slow river of magic, and Kashya, a viper of war. They're both deeply devoted to their religious order, yet the corruption of their Sisters pains them both to no end.

About Warriv:
Warriv was kind enough to let me travel with his caravan, but don't let him drag you into a search for a new Eastern trade route.
I'm making a fortune right here... from the Rogues, of course! You, on the other hand, always get my best prices!

Necromancer only:
Don't think you can fool me, Necromancer. I've seen what your kind can do. If you're involved in any of the evil out there, I don't even want to know. Trade quickly and be about your business!

Gossip (about Gheed):

From Akara:
To be honest, I have done my best to stay clear of Gheed. He wears dishonesty about himself like a cloak and seeks only to better his situation by preying on the misfortunes of others.

From Charsi:
Oh, I like Gheed. He's very funny. He has all sorts of interesting stories from the places he's been. I wish I could see the sights he has.

From Kashya:
Gheed is a pig. I've been tempted to throw him out of the camp many times, but Charsi seems to think that he's good company. I don't trust the man, but if she's comforted by him, then I'll desist.

From Warriv:
Gheed is a wandering merchant of questionable character who is traveling along with my caravan to the East. He will buy and sell most anything.
He's greedy, but his wares are beyond reproach. I would suggest keeping both eyes open when you deal with him.

Kashya


Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
Hello again, outlander. Word of your great exploits in the east has reached us, even here.
I need your help.
The Sisterhood welcomes you.
Welcome avenger.
Yes?

Dialogues:

Introduction:
Welcome, outlander, to our glorious hovel. I know you're here to challenge the evil that's driven us from our ancestral home.
But, know this. Akara may be our spiritual leader, but I command the Rogues in battle. It will take more than just killing a few beasts in the wilderness to earn my trust.
Amazon only
Well, well, I never expected to see an Amazon in these lands. You're very brave to have come here. Many of my fellow Sisters have Fallen under some dark spell, and if you're not careful you may fall prey to it as well.

Den of Evil:

After Activation:
The demons in that cave have claimed many of my finest archers. I wonder how you will fare!

Return:
You'd better come through on this. Your reputation depends on it.

Completion:
Hmm. I'm surprised you survived that test, outlander. Go see Akara. She may reward you.

Sisters' Burial Grounds:

Activation:
My Rogue scouts have just reported an abomination in the Monastery graveyard!
Apparently, Andariel is not content to take only our living. Blood Raven, one of our finest captains in the battle against Diablo at Tristram, was also one of the first to be corrupted by Andariel.
Now, you'll find her in the Monastery graveyard raising our dead as zombies!
We cannot abide this defilement! If you are truly our ally, you will help us destroy her.

After Activation:
Death has done nothing to Weaken Blood Raven's combat skills. If anything, she's more deadly than ever.

Return:
Each moment you delay adds another undead Sister to Blood Raven's army.

Completion:
I can hardly believe that you've defeated Blood Raven!
Though she was once my closest friend, I pray that her tortured Spirit remains banished forever.
You have earned my respect, stranger... and the allegiance of the Rogues. I have placed several of my best warriors at your disposal.

The Search for Cain:

After Activation:
The bark of Inifuss holds mystical runes.
Akara can translate them... into our revenge!

Return:
The Tree of Inifuss is hard to find, but you'll know it when you see it.

Return (with scroll):
With this scroll you may open a portal back to Tristram. Only Akara can decipher its logic.

Return (after scroll):
Deckard Cain has crucial knowledge about the Evils we face. You must find him!

Completion:
Again, you amaze me, outlander.
The Sisterhood is grateful to you for delivering Cain to us. I believe Akara has something to tell you.

The Forgotten Tower:

After Activation:
The Tome speaks of treasure. Yet, all we have found are Death, Delirium, and disappointment.

Return:
Have you suddenly lost your taste for Wealth?

Completion:
Your rewards are well-earned. To us, the tower was nothing more than a headstone looming over a long forgotten grave.

Tools of the Trade:

After Activation:
Charsi is wasting her time and talents using an inferior hammer! Had she the Horadric Malus, she could make the Steel sing and craft you a suit of armor as impenetrable as the Great Eye.

Return:
To do battle with Andariel requires more than thick skin and a strong will. You'll want armor and weaponry forged with the hammer's enchantments.

Completion:
Now that the Horadric Malus is back in our possession, we shall use it to deliver a great blow against the Evil which torments this land.

Sisters to the Slaughter:

After Activation:
I can imagine a thousand different ways to kill Andariel. You need only choose one.

Return:
Deckard Cain has important information about Andariel.

Completion:
Andariel's Death brings about renewed life for us all. We mourn the loss of our dear Sisters, but at least now we can get on with our lives.
I... may have misjudged you, outlander. You are a true hero and testament to the noble Spirit which has inspired our Order for generations.
Fare well... my friend.

Gossip:

General:
If we could only find out how Andariel has managed to corrupt our Sisters, then, perhaps, we could drive out the evil clouding their minds.
In this camp, those of us who have remained true to our Order are forced to live among common traders and farm animals.
Welcome to our circle of suffering.
Perhaps Tristram deserved its fate... for letting Evil loose upon the land. I only hope we don't suffer the same.
Some evenings we gather at the bonfire to retell epic tales... and try to forget about the terrible events that led to losing the Monastery.

About Akara:
Akara has been like a mother to me for as long as I can remember. She is wise and good, but I don't think she has the Steel to retake our Monastery by force.

About Charsi:
Before our Exile, Charsi, our blacksmith, could fashion any implement of war.
Here in the camp, she merely makes do. Her best tools remain within the Monastery.

About Deckard Cain:
Some of my Rogues told me of Deckard Cain. They said that he is a man of great Wisdom. Personally, I don't know how wise he could possibly be if he never learned how to wage battle himself.

About Gheed:
Gheed is a pig. I've been tempted to throw him out of the camp many times, but Charsi seems to think that he's good company. I don't trust the man, but if she's comforted by him, then I'll desist.

About Warriv:
I don't trust many outlanders, but Warriv seems fine. He never says much to me, though.

Amazon only:
When I was very young, Akara told me tales of the Amazons' fearlessness in battle and of their skills with spears and bows. I like to think we Rogues have much in common with you Amazons.

Gossip (about Kashya):

From Akara:
Kashya has always been fiercely loyal, but I fear her anger and frustration over these recent events will lead her into harm's way. She is highly protective of the few Rogues remaining under her command and will not send them into combat unless there is dire need.

From Charsi:
Oh, Kashya's fantastic. Sure, she's a little hard on outsiders, but who can blame her? All she wants is to protect our Order. But now that our Sisters have turned against us... I think this whole mess has hardened her heart.

From Gheed:
Akara and Kashya are Sisters in the Order of the Sightless Eye, but they are worlds apart. Akara is a slow river of magic, and Kashya, a viper of war. They're both deeply devoted to their religious order, yet the corruption of their Sisters pains them both to no end.

From Warriv:
The fiery Kashya commands the Rogue archers in battle. I've only spoken to her a few times, though. I get the feeling that she doesn't like outsiders very much.

Warriv

Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good luck.
Good morning.
Greetings.
Greetings, my friend.
Hello.
Hot enough for you.
I need your help.
Your presence honors me.
Welcome back my friend. Remember, if you need to return to the West, I'll be glad to escort you with my caravan.
Where can I take you?
Where can I take you today?
Yes?

Act One Dialogues:

Introduction:
Greetings, stranger. I'm not surprised to see your kind here. Many adventurers have traveled this way since the recent troubles began.
No doubt you've heard about the tragedy that befell the town of Tristram. Some say that Diablo, the Lord of Terror, walks the world again.
I don't know if I believe that, but a Dark Wanderer did travel this route a few weeks ago. He was headed east to the mountain pass guarded by the Rogue Monastery.
Maybe it's nothing, but evil seems to have trailed in his wake. You see, shortly after the Wanderer went through, the Monastery's Gates to the pass were closed and strange creatures began ravaging the countryside.
Until it's safer outside the camp and the gates are re-opened, I'll remain here with my caravan. I hope to leave for Lut Gholein before the shadow that fell over Tristram consumes us all. If you're still alive then, I'll take you along.
You should talk to Akara, too. She seems to be the leader of this camp. Maybe she can tell you more.

Paladin only:
Well met, noble Paladin. It's been a while since I've seen any of your kind in the west. It would be an Honor to aid you in any way that I can.
No doubt you've heard about the tragedy that befell the town of Tristram. Some say that Diablo, the Lord of Terror, walks the world again.
I don't know if I believe that, but a Dark Wanderer did travel this route a few weeks ago. He was headed east to the mountain pass guarded by the Rogue Monastery.
Maybe it's nothing, but evil seems to have trailed in his wake. You see, shortly after the Wanderer went through, the Monastery's Gates to the pass were closed and strange creatures began ravaging the countryside.
Until it's safer outside the camp and the gates are re-opened, I'll remain here with my caravan. I hope to leave for Lut Gholein before the shadow that fell over Tristram consumes us all. If you're still alive then, I'll take you along.
You should talk to Akara, too. She seems to be the leader of this camp. Maybe she can tell you more.

Den of Evil:

After Activation:
One who seeks that cave, seeks Death.

Return:
One who hesitates... does so with good reason.

Completion:
...That which does not kill you makes you stronger.

Sisters' Burial Grounds:

After Activation:
Hmmm...
How can one kill what is already dead?

Return:
When the dead return to prey upon the living, it is a Terror beyond understanding.

Completion:
You've done well, stranger. I hope all your efforts are worth it.

The Search for Cain:

After Activation:
Months ago, I came across a few survivors from Tristram. They said that Cain had gone half-mad and could no longer distinguish fact from fantasy.

Return:
He who seeks that which cannot be found must look inside himself for further guidance... or look harder!

Return (with scroll):
This looks like gibberish to me. Akara may know what to make of it.

Return (after scroll):
It is too dangerous to travel to Tristram. I won't be leaving here until the way is clear!

Completion:
Only a brave adventurer could return with Deckard Cain. Akara has a reward for your valor.

The Forgotten Tower:

After Activation:
Rumors of treasure are no different from rumors of any other kind. They hold false promise to those who should know better.

Return:
Better an empty pocket than a full grave.

Completion:
Remember. Wealth is as insubstantial as a cloud and passes as quickly. Ignore Gheed. All that twitters is not bold.

Tools of the Trade:

After Activation:
Just as an archer needs bow and arrow, or a draughtsman pen and paper, so Charsi needs the Horadric Malus with which to ply her trade.

Return:
What better opportunity to show your mettle?

Completion:
I am glad the hammer has returned and you with it.

Sisters to the Slaughter:

After Activation:
The mapmakers tell us the shortest distance between two points is a straight line.
Our way east is a line that runs through Andariel's stronghold, the Monastery.

Return:
May I remind you that my caravan can only go east, if the Monastery is cleansed?

Completion:
The caravan is prepared. We may now journey eastward to Lut Gholein.

Gossip:

General:
To the east are lands of great mystery... and the Jewel City of the Desert, Lut Gholein.
I'll gladly take you eastward, if you can drive the Evil from the Monastery. Then, the Rogues may re-open the pass through the mountains.
It's easy to become lost in the wilderness on the way to the Citadel. After you have come to the Cairn Stones, you must remember that the path continues through the caves.

About Akara:
Akara is the Rogues' High Priestess. She sells the few magic items in her possession and can even heal your wounds. She is very wise and will help you if she can.

About Charsi:
Charsi seems to be a very sweet girl. She's The Smith around here and can help you by trading weapons and armor.

About Deckard Cain:
Cain seems to have great Wisdom regarding the supernatural. I hope I never live to be that wise...

About Gheed:
Gheed is a wandering merchant of questionable character who is traveling along with my caravan to the East. He will buy and sell most anything.
He's greedy, but his wares are beyond reproach. I would suggest keeping both eyes open when you deal with him.

About Kashya:
The fiery Kashya commands the Rogue archers in battle. I've only spoken to her a few times, though. I get the feeling that she doesn't like outsiders very much.

Paladin only:
I've been leading my trade caravan across the eastern deserts for more than twenty years now. I've been attacked by bandits and outlaws more times than I can remember. But never when a Paladin accompanied me.
Indeed, your Order has saved me from losing a small fortune over the years. I just hope you can discover what's going on around here and get the Gates to the East opened up!

Gossip (about Warriv):

From Akara:
Though he has only been our guest for a short time, I sense that Warriv has faced many harrowing trials. Though he knows, as I do, that a terrible evil has blanketed the land, his only real concern is to reach the eastern trading ports with his caravan.

From Charsi:
Warriv's all right, I guess. He seems too serious most of the time. I haven't really talked to him all that much.

From Gheed:
Warriv was kind enough to let me travel with his caravan, but don't let him drag you into a search for a new Eastern trade route.
I'm making a fortune right here... from the Rogues, of course! You, on the other hand, always get my best prices!

From Kashya:
I don't trust many outlanders, but Warriv seems fine. He never says much to me, though.

Act Two Dialogues:

Introduction:
Now that Andariel is dead, I can return and outfit the Rogues properly. Once I've made some trades here, I'll be free to head back to their Monastery. Let me know if you want to travel along.

Radament's Lair:

After Activation:
I've heard tales of walking corpses out in the desert at night, though I've never actually seen one.

Return:
Death is not afraid of the living, but the living abhor Death.

Completion:
Atma's been telling everyone what you've done for her.

Tainted Sun:

After Activation:
The sun has grown disgusted with the terrible deeds it must shine upon each day. Damnation is upon us all.

Return:
The calculated coldness of the reptilian brain makes the Claw Vipers uncanny adversaries.

Completion:
With renewed daylight, one may gather the wits that were scattered about like restrictive undergarments in the darkness.

Arcane Sanctuary:

After Activation:
A careful caravan gives wide berth to sleeping bandits. If Horazon is gone, let him remain so.

Return:
Fate is like a caged gorilla. It will pelt you with dung if you mock it.

Completion:
Well, the news going around town is very unsettling. Apparently, we were in more danger than anyone thought.
Good work friend... you may have saved all our skins.

The Summoner:

After Activation:
There's nothing more dreadful than a powerful being driven by a frayed mind.

Completion:
I guess you'll be heading to the Tombs now? I hear that they're in the deepest desert regions.

The Seven Tombs:

After Activation:
Be very careful, my friend. I think I've seen enough recently not to doubt that these Tombs exist. And if they do, they're most certainly guarded by terrible creatures.

Completion:
Never fear, my friend. You did the best you could.
I suspect that Diablo and Baal are now heading east, towards Kurast. You'll find them... I know you will.

Gossip:

General:
Caravans take people where they want to go - until they get there.
By ship is the only way eastward from here. I believe Captain Meshif has a small trading vessel moored at the docks.
There used to be a lot of brothels here... I guess the troubles scared all the women away, or maybe they're 'safe' in Jerhyn's palace.

About Elzix:
That old desert fox, Elzix, is as crafty as they come. Years back, he made off with a small fortune of my caravan's wares. I certainly never expected to see him so... domesticated.

About Jerhyn:
Jerhyn has his father's strength and wits. He's young, but he rules this place with Wisdom and care. I think he'll grow into a fine Sultan... Provided we all survive this crisis.

About Meshif:
I've met Meshif many times on my travels here. I've always enjoyed trading stories with him about the exotic lands of the East. I'd wager he's sailed to many strange lands.

Gossip (about Warriv):

From Deckard Cain:
I talked at length with Warriv as we crossed the desert from Khanduras. He has many fascinating tales of the dangers in the desert. His experience may be useful to you.

From Fara:
Warriv may not remember me, but I helped him out when I was a young Paladin. There's no need for me to remind him. The rewards for Honor will not come in this life.

From Jerhyn:
When you arrived, Warriv's caravan had been long overdue. With all of the evil that's arisen in the land, I'm surprised he got through at all.

From Lysander:
I've traded my potions to Warriv many times. Yes. They seem to fetch a good price in the western lands.

From Meshif:
Warriv is a good friend. We've shared many tales, he and I. If we had it all to do over again, I believe we'd both be explorers of some renown.


Act 2: Lut Gholein

Atma

Greetings:

Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Greetings, hero.
Hello.
Hello again. Things have been very quiet around here since you left.
I need you help.
Return, anytime.
Tell me your troubles.
There's no trouble a mug can't Cure.
Yes?

Dialogues:

Introduction:
You'll forgive me if I seem upset. I've suffered a loss recently, but that's not your problem.
It's a relief to see some proper warriors come through here. My name is Atma. I run the tavern here in Lut Gholein.

Radament's Lair:
Atma gives this quest, but it's not necessary to talk to her before, during, or after it.

Activation:
I don't expect this of you, but if you want to help me, I would be grateful.
In the sewers below our city, there lurks a horrid creature that hungers for human flesh. The creature has killed many, including my son and my husband.
If you destroy it, I will reward you. Please be careful though, that Beast has taken enough from us already.
The sewer entrance is through the trap door just up the street.

After Activation:
The creature makes its lair in the tunnels beneath this city. He butchered my husband and son... I simply cannot bear to talk about it...

Return:
I am starting to have second thoughts about my request... I couldn't bear the thought of you losing your life on my behalf.
Please be careful.

Completion:
They say that the taste of Vengeance is bittersweet, but I find it to my liking.
In addition to my undying gratitude, I have spoken on your behalf with the rest of the townspeople. The merchants have agreed to show their gratitude by offering their wares and services at lower rates.
Oh... Jerhyn wants to see you, too. You'll find him in front of the palace.

Tainted Sun:
After Activation
Drognan, the wizard, will have some idea as to what is happening.

Return:
I was going to go to bed, but then I realized that I have no idea what time it is. It could be the crack of dawn, for all I know.

Completion:
You have done well to restore light to our world.

Arcane Sanctuary:

After Activation:
Arcane Sanctuary? That place sounds awful! Even if you find a way into it, what makes you think you'll be able to leave again?

Return:
So you've been in the palace, have you? Tell me, why does Jerhyn keep that place locked up so tight?

Completion (only if spoken to first):
Oh, those poor women! Will the slaughter never end? Thank you once again for protecting our city.

The Summoner:

After Activation:
You always seem to find the worst trouble. I don't know how you handle it.

Completion:
You're more the hero than I could have dreamed. Perhaps, there is hope for us after all.

The Seven Tombs:

After Activation:
I've heard legends of the Tomb of Tal Rasha, but I thought they were just old tales meant to scare young children.

Completion:
You have proven to be the greatest of heroes, and I am honored to call you friend. Thank you for bringing Peace to our lives again.

Gossip:

General:
Evil has laid siege to Lut Gholein and you may be our last hope...
This public house used to be quite lively, until this Plague of evil. Luckily, I've managed to save away a tidy nest egg. Unfortunately, I couldn't save everything I cared for...
In addition to my public house, there used to be several brothels doing business here. When the troubles first started in the desert, the harem guilds sought Sanctuary within the palace.
Of course, Jerhyn was glad to oblige. I'll bet they're finding many ways to repay him for his protection.

About Drognan:
Drognan is a very private person. He's always studying ancient scrolls and such. He may be a mystery to me forever.

About Elzix:
Elzix and I have reached an understanding over the years. He sends travelers to me for drink and entertainment, and I send them back to him for a soft bed. The travelers often trade their wares for lodging.

About Geglash:
Geglash may seem like a sot, but he's a brave man. All this trouble has driven him to drinking more than his usual.

About Lysander:
Oh, Lysander is cranky, but he's a good old man. He used to give me medicines when... my son was ill.

About Meshif:
Meshif seldom patronizes my establishment. I think he prefers to stay out there on his leaky ship.

Gossip (about Atma):

From Elzix:
Atma... Now, there's a fine woman. Lately, though, she's only thinking about revenge. She has reason enough...

From Fara:
Atma is a good, loving woman. But I fear she will succumb to her despair and hatred.

From Greiz:
Atma seems to be a fine woman. But I'm sure the loss of her family has made her lonely. Perhaps I should go over and console her when I get off duty tonight...

From Jerhyn:
The woman, Atma, may have some useful gossip for you. She can always be found near her public house.

From Lysander:
Ah... The sweetest desert flower - that's Atma. Even my strongest brew can't bring back her family, though.

From Meshif:
Atma serves a fine ale in her establishment.

Drognan

Greetings:

Allow me to advise you.
Approach and let's trade.
Ask and learn.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
I need your help.
Steel is strong, but magic stronger.
Take care.
Welcome back, stranger. I hope the battle goes well in the east.
Yes?

Dialogues:

Introduction:
I've heard that you are responsible for banishing Andariel back to the Burning Hells. I'm impressed, stranger. That couldn't have been easy.
My name is Drognan and I know what you're up against, my friend.
You ought to look over my inventory of items for trade.
Sorceress only
Welcome, young Sorceress, to Lut Gholein. I hope your skills are a match for the horrors that lie beyond the city's walls. A mage of your limited experience may find the evil too great to withstand alone.
My name is Drognan and I know what you're up against, my friend.
You ought to look over my inventory of items for trade.

Radament's Lair:

After Activation:
Fara and I have been talking about the creature recently. From my studies, I have deduced that it is Radament the Fallen, an ancient Horadric Mummy that has for some reason left his tomb to prey on mortals.
I'm doing some more research now. If you check back later, I may have some more Insight as to his nature.

Return:
I've just been reading something interesting about this sort of undead. Apparently, certain Horadric funereal priests altered the bodies of their dead mages with magical and surgical techniques -- often replacing body parts with those of animals.
This was thought to augment their powers, and raise their status in the afterlife.

Completion:
From what you tell me, it would seem that Radament was bent on the task of reviving his own mummified corpse with the flesh of the living.
This is very unusual indeed. It takes an incredible magic power to alter the singular purpose of an undead mind.
Perhaps there is a power at work here which is beyond my ken.

Tainted Sun:

After Activation:
I've been researching this lengthy eclipse and I believe it to be the work of Claw Vipers.
Find their temple beneath the desert sands and you may find the source of this curse.

Return:
I've discovered a reference to a similar eclipse several hundred years ago. It says that some desert-dwelling snake demons had erected an evil altar, which caused the sun to go Black.
Perhaps we are dealing with something similar here. Look for an altar in the Claw Viper temple.

Completion:
You did well in destroying the Claw Vipers. We are all glad to see the sun returned to its former glory.

Arcane Sanctuary:

Activation:
I've been researching the old records, trying to find the location of Tal Rasha's Tomb. Though I haven't found the Tomb, itself, I may have a good lead for you.
The great Vizjerei Summoner, Horazon, built his Arcane Sanctuary somewhere around here. He was a powerful spellcaster and kept demons as slaves within the Sanctuary. He kept a close eye on great events, too -- such as the imprisonment of Baal within Tal
Rasha's Tomb.
If you could find Horazon's Sanctuary, I'm sure that it would hold some clue as to the Tomb's location. Though I doubt Horazon is still alive, you must proceed with caution. There's no telling what could be waiting inside.
When I spoke of this with Lord Jerhyn, he asked that I send you to him. Perhaps he knows of a secret entrance or the like.

After Activation:
Nearly a thousand years ago, Horazon rose to the fore of the Vizjerei mage clan. Horazon used the knowledge of the Vizjerei to summon and control demons from Hell.
Though a powerful Summoner, Horazon feared that the Lords of Hell would punish him for enslaving their brethren. Thus, The Summoner created for himself an Arcane Sanctuary.
He believed that his Sanctuary would not only protect him from Hell's Vengeance, but also allow him to continue his studies free from the ravages of time and disease.
Horazon had crafted many wondrous scrying devices through which he observed the events of the world outside. It is certain that he took careful study of Tal Rasha's imprisonment and recorded the location of his forgotten Tomb.
The Arcane Sanctuary was believed to have been constructed here in Lut Gholein. An entrance may be hidden somewhere in the palace, as that building is very old, and was once a Vizjerei fortress.

Return:
I am certain that you will find the information you need when you find Horazon's Journal. I suggest you find it quickly, for Diablo may be getting closer to freeing his brother as we speak.

Completion:
You have found Horazon's Journal. Excellent... But, I must caution you.
The mark of the True Tomb of Tal Rasha, is sought, if not already known, by Diablo. I needn't elaborate on the implications of that.

The Summoner:
Drognan's comments in on this quest make it clear that The Summoner is meant to represent the Sorcerer character from Diablo. Driven mad by the battles he survived in the first game he ventured to Lut Gholein and became an enemy.

After Activation:
Yes... The man you speak of sounds like the mage who came here many months ago. He claimed to have fought Diablo in the passages beneath Tristram.
No doubt the fool wandered into Horazon's Sanctuary and lost whatever was left of his ravaged mind. He is beyond Salvation.
It is possible that the fool has been possessed by the Spirit of Horazon. If that's true, then you'd better put an end to his tortured existence.
Once done, I believe the demons who were summoned and imprisoned within the Sanctuary will cease to exist as well.

Completion:
Larger forces are moving inexorably towards us. You must now make haste to the Tombs.

The Seven Tombs:

After Activation:
Tal Rasha's Tomb is hidden deep in the desert among six others. Tal Rasha's symbol marks the True Tomb. If you want to know what that symbol is, you should be able to find it within the legendary Arcane Sanctuary.

Completion:
This is a serious setback... It is most unfortunate that Tal Rasha has been consumed by Baal's destructive influence. There are many secrets known to the Horadrim, which could be used by Baal against us.
You must travel east by sea to Kurast and stop Diablo and Baal before they free their eldest brother, Mephisto.
Hahh... The lands of the eastern Empire are not the same as they used to be. There has been little word for some time.
Speed is of the essence. Go quickly, my friend. May the fates smile on you.

Gossip:

General:
The Horadrim were a powerful Order, although maybe too prideful. Tal Rasha was one of their Order. And that should tell you something.
Any man who believes himself strong enough to contain one of the Prime Evils is in for a rude awakening, I should think.
Not long ago, one of my Vizjerei comrades, who I believed had died in Tristram, came to this city. He seemed quite insane, so I dismissed much of what he said.
However, he was able to talk his way into Jerhyn's palace. No one has seen him since. I fear that fool may have found something in the palace that led to his Doom.
I've been practicing magic for more years than you could know. I'm older than I look, though not so old that I can't conjure up a few sparks.
Demons have spread throughout the desert wasteland and threaten to engulf our quiet port-city.

About Deckard Cain:
I have heard of your friend, Cain. He is the last of the Horadrim. You would do well to heed whatever advice he has to give you.

About Elzix:
Elzix is a sly one, I'll give him that. Of course, he never tries to cheat me. He knows what my magic skills can do.

About Jerhyn:
When the recent troubles began, Lord Jerhyn came seeking my council. I advised him to close the port and put the town under strict watch.
Lately, though, he's been occupied within the palace. I doubt his whores could divert him from his civic duties for this long, though.

About Lysander:
Lysander is harmless enough. We keep each other company with our mutual interests, yet I don't think he could handle the enormity of our present situation.

About Meshif:
Meshif and his vessel should remain here, lest we risk taking demonic stowaways to other lands.

Sorceress only:
Many of the Mage Clans feel that women shouldn't practice magic openly. But since you've made it this far, I must say that you have proven your right to do so.

Gossip (about Drognan):

From Atma:
Drognan is a very private person. He's always studying ancient scrolls and such. He may be a mystery to me forever.

From Elzix:
What tales Drognan can tell... You would do well to listen carefully to that wizened wizard.

From Greiz:
Drognan's a mystery to me. Then again, I never did trust mages much.

From Lysander:
Drognan? Oh.. He's a good friend of mine. I help him find exotic spell components and alchemical books from time to time. I think he used to be a sorcerer of great renown, but he doesn't like to talk about his past.

Elzix:

Greetings:
Come again.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
Hi, there.
How do you like desert life?
Look what crawled out of the desert.
I need your help.
Welcome to the Desert Rain.
What'cha need?
What's your pleasure?
Yes?

Dialogues:

Introduction:
Hmm... You look like a sturdy adventurer.
You know, I used to be quite the scoundrel in my day. I led the fiercest group of bandits who ever terrorized these sands!
Nowadays, I run this here Inn and pretty much stay out of trouble.
My days of adventuring are behind me.

Necromancer only:
Ah... You must be one of the new heroes who've come to rid our city of evil. Under any other circumstances, I'd be surprised to see one of your kind in the city. But lately... Oh, never mind all that...
You know, I used to be quite the scoundrel in my day. I led the fiercest group of bandits who ever terrorized these sands!
Nowadays, I run this here Inn and pretty much stay out of trouble.
My days of adventuring are behind me.

Radament's Lair:

After Activation:
I hear that the creature kills his victims in order to hack off their limbs! I guess that makes me a less likely candidate, eh?

Return:
If you're going to fight that thing, use some common sense. Be knowledgeable about what harms the undead. Poison, for instance, will have little effect.

Completion:
We ran into one of those old tomb guardians when I ran with my bandits. I know they aren't easy foes to face, so you sure have my respect. Have you told Atma yet?

Tainted Sun:

After Activation:
Two men arrived late last night bearing a story about evil magic. They said they saw a gathering of giant snake creatures performing some arcane Ritual. They sound like the Serpent Men of the desert.

Return:
I usually Charge for rooms by the night.
But I may have to soon change that.

Completion:
Ahh... It takes but one eye to revel in the beauty of our restored sun.

Arcane Sanctuary:

After Activation:
An ' Arcane Sanctuary' under the palace? I'd heard that there were some underground cellar levels that Jerhyn used as chambers for his treasure and such, but no Arcane Sanctuary.

Return:
I understand that you've been talking to Jerhyn. Well, if so, then you're the first in a long while... since the trouble began, actually.
Do us a favor and try to find out what's got Jerhyn so edgy all the time. OK?

Completion:
News of the tragedy in the palace is spreading fast. How awful! And to think, this whole time I thought Jerhyn and his guards were in there playing with the harem girls.

The Summoner:

After Activation:
Ugh... Crazy mages give me the creeps.
Just kill him and get on with your business.

Completion:
You make me long for the days of glory. When I had both hands, both eyes and more of a foot...

The Seven Tombs:

After Activation:
So... You're going to search for The Seven Tombs, huh? Don't you know that they're just desert legends passed between merchants and travelers? No one really believes that they exist.

Completion:
I heard that Diablo has managed to best you, at least for the time being. I hope you catch up with him soon, and send him back to Hell for good!

Gossip:

General:
There are many ancient tombs in the desert. Most of them are already plundered, but I imagine that some have remained hidden.
I miss the brothels that used to do business here.
You know, all of the ladies fled to the palace as soon as the trouble in the desert started. You'd think that they could at least come out once in a while now that Greiz and his men have things relatively under control.

About Atma:
Atma... Now, there's a fine woman. Lately, though, she's only thinking about revenge. She has reason enough...

About Drognan:
What tales Drognan can tell... You would do well to listen carefully to that wizened wizard.

About Fara:
Fara is a good woman. She seems very sad, but seldom speaks of her past. She's good to the poor and helps people when she can. That makes her all right in my book.

About Geglash:
Geglash is a fool who would fight his own shadow if he could. Fighting's all he ever thinks about!

About Jerhyn:
We've all fared well under Jerhyn's leadership. The town has remained safe throughout this whole mess; and yet the lad still seems very upset about something.

About Lysander:
That Lysander's a grumpy old cuss. You'd better not disturb him while he's working on his potions, or... BOOM! You could get blasted to the moon.

About Meshif:
Meshif is a wise Captain, I think. Wise enough to know silver from tin and truth from dung, that's for sure.

Necromancer only:
You know, I've lost a number of body parts over the years. An eye here, a leg there...
Say, do you know any spells that'd grow them back for me? Hmm... On second thought, I'll leave well enough alone.

Gossip (about Elzix):

From Atma:
Elzix and I have reached an understanding over the years. He sends travelers to me for drink and entertainment, and I send them back to him for a soft bed. The travelers often trade their wares for lodging.

From Deckard Cain:
Elzix is quite a scoundrel, but I like him all the same.

From Drognan:
Elzix is a sly one, I'll give him that. Of course, he never tries to cheat me. He knows what my magic skills can do.

From Greiz:
Ah, Elzix is quite a character. I had a few run-ins with his band of outlaws in my younger years. Now, he's as settled as the dunes out there. The Desert Rain Inn is his Pride and joy these days.

From Jerhyn:
Even though he was once a bandit, I permitted Elzix to take over the Desert Rain Inn. He has been quite civilized ever since.

From Meshif:
Oh, I've known Elzix for years. He always offers me a free room at his Inn when I dock here, but I prefer the comforts of my own cabin.

From Warriv:
That old desert fox, Elzix, is as crafty as they come. Years back, he made off with a small fortune of my caravan's wares. I certainly never expected to see him so... domesticated.

Fara

Greetings:
Blessings to you.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
How may I help you?
I need your help.
It is my Honor to serve you.
Thank all that's Holy, you're still alive. I can see in your eyes that glorious Kurast has been despoiled by evil. I don't think I can bear to hear about it. I wish you luck.
What can I do for you?
Yes?

Dialogues:

Introduction:
I know much about the ancient religions. I was trained as a Paladin of Zakarum in the Eastern Kurast temple many years ago.

Paladin only:
Welcome, brother Paladin.
I am Fara. I was once a devout champion of Zakarum.

Radament's Lair:

After Activation:
I believe that the creature you refer to is one of the ancient Horadric mummies from the tombs that lie buried beneath the desert sands. It is unusual for one of his kind to be so far away from his resting place. I sense in this entity a restless and malevolent Spirit.

Return:
Drognan told me something interesting earlier today. It might explain why Radament is so restless, and it might have something to do with why he is stealing human body parts.

Completion:
As you have helped Atma and all of us, so shall I help you.

Tainted Sun:

After Activation:
This unnatural nightfall is no doubt caused by evil sorcery. Drognan might know what we are dealing with.

Return:
The Claw Vipers practice evil magic. They have also been known to kidnap travelers and Sacrifice them to their dark gods.

Completion:
Drognan seems to have taken you into his confidence. This is good, for you will benefit from his Wisdom.

Arcane Sanctuary:

After Activation:
Ah, the ancient mage Horazon! He believed that he could bend Evil forces to his will. What he didn't know was that Evil uses man, not the reverse.
The Vizjerei still revere him as a symbol of man's ability to triumph over other worldly forces. The Church of Light, however, cites him as an example of man's folly.

Return:
Even a Sanctuary such as Horazon's can be breached by the tentacles of Evil. Such a haven could have become a chamber of unspeakable horrors. Be wary of what you may unleash!

Completion:
Faith is stronger than any armor. The shield will protect the body, but Faith will strengthen the courageous heart.

The Summoner:

After Activation:
Hmmm... That doesn't sound like Horazon. I'll agree that he may have gone mad, but from what you tell me, I don't think that's the case. Talk to Drognan... he may know more than I.

Completion:
I feel no pity for that would-be Summoner. His terrible ambition for demonic power was his undoing. You merely hastened the inevitable.

The Seven Tombs:

After Activation:
Legend has it that Tal Rasha lies imprisoned within his tomb, forever struggling to keep the Lord of Destruction bound. His was a selfless act, although perhaps foolhardy.

Completion:
This is terrible news! Baal is in possession of one of mankind's most powerful mages, and the Lord of Terror guides his path. They must be stopped, for I am sure they mean to free their elder brother Mephisto, the Lord of Hatred, who lies imprisoned under the corrupted city of Kurast.
I fear you are walking into a great evil, but your Faith can save you. May you walk in the light always.

Gossip:

General:
The shrines in the desert are leftover artifacts from the great Sin War that ravaged these lands almost a thousand years ago. They still function, but most travelers believe them only to be remnants of the distant past.
I've no love for brothels, as they can lead honorable men to do dishonorable things. Since the local harems took up hiding in the palace, however, there seems to be a rise in foul tempers.
When the Three Evils were bound ages ago, Mephisto, the Lord of Hatred, was moved to Kurast and bound by the holiest of magics.

About Atma:
Atma is a good, loving woman. But I fear she will succumb to her despair and hatred.

About Geglash:
Geglash is too confident in his abilities. A warrior's true strength is in his heart.

About Greiz:
Greiz is a fine warrior and leader, but in his heart, he will always be a mercenary for hire. I cannot be loyal to those who have no loyalty to themselves.

About Meshif:
Meshif is an honest man as far as I can tell. He has never pestered me about my past.

About Warriv:
Warriv may not remember me, but I helped him out when I was a young Paladin. There's no need for me to remind him. The rewards for Honor will not come in this life.

Paladin only:
Perhaps, in time, you will play a part in reclaiming our Order's Honor and Spirit. You are an inspiration to me, brother Paladin.

Gossip (about Fara):

From Deckard Cain:
There is something about Fara that troubles me. Her manner is strange for a lonely desert-maid.

From Elzix:
Fara is a good woman. She seems very sad, but seldom speaks of her past. She's good to the poor and helps people when she can. That makes her all right in my book.

From Geglash:
I've seen Fara defend herself against a few drunken ruffians. She's got moves I've never even seen before. Wherever she's from, she sure learned how to fight there.

From Greiz:
I haven't talked much to Fara. She keeps to herself most of the time. I get the feeling that she doesn't like us mercenary types much.

From Meshif:
The lady Fara has a proud, noble air about her.
7
OP

NPC’S Dialogues Compiled by Fellowship Part 4

Greiz

Greetings:

Be careful out there.
Come back this way, have you? What, didn't you see enough action here the first time?[/title]
Fare thee well.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hail, hero.
Hello.
I need your help.
Need some help?
Who goes there?
Yes?
Yes, citizen?

Dialogues:

Introduction:
I'll bet you wonder how this town manages to stay safe with all the trouble going on out in the desert. Well, I can tell you that it's got nothing to do with the local town guards... they're all in the palace for some reason.
Jerhyn hired me and my mercenaries to help keep the Peace around here. We're not cheap, but we're the best this wasteland has to offer.

Radament's Lair:

After Activation:
I've personally found some of that devil's victims washed up out of the sewer. Often, they are missing limbs or a head, and their bodies have always been skinned.
At first the creature raided the town at night... That's how Atma lost her family. Now we've got him barricaded in the sewers.
You're safe up here on the surface, but every now and again some fool wants to be a hero and heads down to the waste tunnels with a pig-sticker.

Return:
We've been meaning to send an organized group down there to kill that thing, but it would be dangerous. We just can't afford the chance of losing any men with all the trouble that's going on in the desert.

Completion:
You've killed Radament, eh? That's quite a nice piece of work! If you ever need a job as a mercenary, I'd be happy to sign ya' up.

Tainted Sun:

After Activation:
This midday darkness reeks of foul magic! My men and I are trying to keep the Peace, but this kind of thing really scares people.

Return:
Don't worry! My men and I have an iron grip on this town. If those cursed Claw Vipers are plotting anything against us, we'll be prepared for 'em.

Completion:
I'm glad that's over with!

Arcane Sanctuary:

After Activation:
The only thing in Jerhyn's cellar are the harem girls that have been hiding there since the troubles began.

Return:
What's got you so occupied in the palace? Don't tell me you're finding the Harems more compelling than killing demons? That would be out of character for one such as yourself.

Completion:
Unbelievable! The Harem girls are dead! The palace guards have been fighting off demons from the cellar. How could that happen without my knowledge?

The Summoner:

After Activation:
That guy really talks like that? Sounds like either Horazon has gone stir-crazy or that's some impostor.

Completion:
So, Horazon's been dead for some time. I take it you at least found what you were looking for.

The Seven Tombs:

After Activation:
If you're going into the deep desert, why not hire a few of my men to watch your back?

Completion:
I've heard that your foe got away from you this time. Well, look at it this way... you've got the demons on the run. If you're going to be leaving, then... Well, thanks for your help.

Gossip:

General:
We do a good job in town, but beyond the city gates, you'll find all manner of demons.
The local guards were all relocated to the palace after the troubles began. No one really knows why. Actually, all of the town's brothel girls have been hiding out in the palace's cellar lately, so I assume that the guards have been assigned to 'protect them' with their lives.
I might spare you a few of my men. Why, enough Gold can muster an army.
We're keeping the town safe and tight, but I've got a hunch there's something Jerhyn's not telling us.

About Atma:
Atma seems to be a fine woman. But I'm sure the loss of her family has made her lonely. Perhaps I should go over and console her when I get off duty tonight...

About Drognan:
Drognan's a mystery to me. Then again, I never did trust mages much.

About Elzix:
Ah, Elzix is quite a character. I had a few run-ins with his band of outlaws in my younger years. Now, he's as settled as the dunes out there. The Desert Rain Inn is his Pride and joy these days.

About Fara:
I haven't talked much to Fara. She keeps to herself most of the time. I get the feeling that she doesn't like us mercenary types much.

About Geglash:
Geglash is an imposing warrior, but he's never been able to back down from a fight. One of these days, his Pride will be the Death of him.

About Jerhyn:
Jerhyn's got a nice little trading post going here. Despite his youth, he is a clever businessman. As you can see by that palace, he's done quite well for himself.

About Lysander:
I'd stay clear of Lysander, if I were you. He's always mixing his damned potions and chemicals. I wouldn't be surprised if he winds up blowing himself to smithereens!

About Meshif:
Meshif has sailed all around the southern seas and visited many strange lands. It must be driving him mad, having to stay anchored here.

Gossip (about Greiz):

From Fara:
Greiz is a fine warrior and leader, but in his heart, he will always be a mercenary for hire. I cannot be loyal to those who have no loyalty to themselves.

From Lysander:
Oh... I have great Faith in Greiz. He seems to have things well in hand.

From Meshif:
Greiz seems to be a dependable fellow. I hope he can handle it if those things in the desert decide to attack this town.

Jehryn

Greetings:

Ahh... Greetings, good hero. Please, make yourself at home in my city.
Ahh... Our hero returns.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
I grant you audience.
I need your help.
Please state your business.
Welcome, hero.
Yes?

Dialogues:
Jerhyn is waiting at the Edge of town when new characters arrive in Lut Gholein via Warriv's caravan. He will remain there until he is clicked on and can deliver his speech, after which he retires to the Palace. He relocates to the Palace even if you haven't yet talked to him once The Arcane Sanctuary quest becomes active, though he will still give his introduction speech from inside the Palace, before going into his Arcane Sanctuary dialogue.

Introduction:
Greetings, honored traveler. I am Jerhyn, Lord of Lut Gholein, and I bid you welcome to my fair port-city. I'm glad to know that once again caravans are free to travel through the Western Pass.
For some time now, we have been under siege by an evil power that I cannot identify. Strange... It all began when a Dark Wanderer came this way, looking for the Tomb of Tal Rasha. No one knows exactly where Tal Rasha, Keeper of Baal, is entombed, but it is certain to be far out in the desert.
Now, my people whisper tales of the dead rising from their tombs and horrible creatures lurking amongst the moonlit dunes. Even I have witnessed things which I cannot explain. I've ordered the port closed and all trade ships moored until I am sure that my city is safe.
Atma, the tavernkeeper, has an important mission for you. Go see her immediately. You'll find her on the other side of town.
Now, I must return to the palace. I apologize, but I can't invite you in. Things are... rather a mess right now.
About the Merchants
For trade in magic and the like, see Drognan or Lysander. Drognan is the wisest man I know - without equal in magic and ancient Lore. Poor Lysander is nearly deaf, but he's a reliable potion chemist.
For travel back west, see Warriv, whom you already know.
Our own Fara is a fine and honest armorer, and she can heal wounds as well.
Elzix is the Innkeeper and may also have some items to trade.
Greiz, the mercenary captain I hired to secure the gates of Lut Gholein, keeps order in town, as well.
There are others here, too. I'm sure you'll meet most of them. Just look around...

Tainted Sun:

After Activation:
My astrologers failed to predict this eclipse. You should seek Drognan's advice.

Return:
This eclipse is a definite manifestation of evil.

Completion:
The sun again shines on Lut Gholein! I'm beginning to like you, traveler.

Arcane Sanctuary:

After Activation:
When the troubles began here, I allowed the terrified Harem guilds to join me within the safety of the palace. All was fine, until one night...
Screams echoed up the stairwells from the harem. My guards arrived to find the poor girls being slaughtered by a merciless band of hell-spawned demons. My brave guardsmen tried to push the demons back into the mysterious Rift from which they came.
Ever since, my men have fought a losing battle. Demons have continued to pour through the Rift into the palace. Ultimately, I hired Greiz and his mercenaries to help protect the rest of my fair city.
Drognan believes that The Arcane Sanctuary lies buried underneath this palace, since Lut Gholein occupies the site of an ancient Vizjerei fortress.
My palace is open to you now... Take care.

Return:
There was an eastern mage... a Vizjerei, I believe... who visited me almost a year ago. He was very interested in the history of this site, and he seemed particularly fascinated with the palace architecture.
I gave him a tour. When he found the ancient seals over a passageway in the cellar, he became very agitated. He asked for some time alone to study them, and I granted it.
Shortly after, he left with no further word and I never saw him again. Odd... Don't you think?

Completion:
I thank you for your heroic aid! I'm also glad that you found something you were looking for. The journal should help you find the True Tomb of Tal Rasha. Hopefully, there is still time to get there before Diablo.
Go now. And good luck.

The Summoner:

After Activation:
The man you describe is probably not Horazon.
He sounds like the very mage who came around here a while ago. He was very curious about this palace and seemed especially interested in the seal on the passageway in the cellar. He left shortly after that. I wonder how he got down there? The seal was never broken...
That mage spoke a great deal to Drognan. Why don't you ask him about it?

Completion:
The demonic force that was emanating from the corrupted Sanctuary has dissipated. I thank you greatly for your help. Now, we can look to rebuilding our lives.
All will be for nothing, though, if you do not stop the greater Evil which is rapidly gaining Ground.

The Seven Tombs:
Jerhyn gives this quest, and rewards characters upon completion of it by allowing them to sail on to Act Three. Jerhyn must be talked to after completing this quest, before Meshif will convey your character to the Kurast Docks. This can be tricky in multiplayer games, since Jerhyn waits inside the Palace, and if the character who created the game didn't finish the quest, the Palace gate will remain locked. Jerhyn will sometimes wander close enough to be clicked on through the gate. If not, characters must take The Arcane Sanctuary or Harem waypoint and run up through the lower level of the Palace.

Activation:
I have heard of your many deeds of skill and bravery. I feel I can trust you with something I have been hesitant to speak of...
Drognan and I have concluded that the Dark Wanderer who passed through here recently was Diablo, himself! Drognan believes that Diablo is searching the desert for the secret tomb where the great Horadric mage, Tal Rasha, keeps Baal imprisoned.
You must find Diablo and put an end to the terrible evil that has Fallen upon our city. Drognan is wise and is sure to have some helpful advice for you as to how Tal Rasha's Tomb may be found.
It may take you quite some time to find The Tomb. May you be ready when you do.

After Activation:
It is well-known that there are seven great Horadric tombs hidden beneath the sands in the furthest reaches of the desert. One of them surely must be Tal Rasha's prison. You must explore each of the tombs to find Tal Rasha's exact location.
Of course, Diablo is searching for the Tomb as well... No one can guess as to what terrors he has unleashed in his search.

Completion:
You have done very well. Few could have come this far, let alone discover the True Tomb of Tal Rasha. Unfortunately, I hear that Diablo and Baal have eluded your grasp. This is most unfortunate...
If you wish to travel East, I have authorized Meshif to give you passage by sea. I imagine he should be very anxious to leave by now.
Good luck on your quest, and thank you again for saving my beloved city. You will always be welcome in Lut Gholein, my friend.

Gossip:
General
Things are getting worse by the hour. I know everything looks fine, but trust me, it isn't!
To any who aid me in the defense of Lut Gholein, I pledge my support. Passage East, Wealth, Honor - all are due to those who help my city.
You seem very capable, but no offense is intended when I say that I must choose my confidants carefully. It wouldn't do to have rumors sending everyone into a panic.

About Atma:
The woman, Atma, may have some useful gossip for you. She can always be found near her public house.

About Elzix:
Even though he was once a bandit, I permitted Elzix to take over the Desert Rain Inn. He has been quite civilized ever since.

About Meshif:
Meshif is an honorable man, but I fear that he is growing impatient with me about impounding his ship. I dare not tell him what's really happening in this city.

About Warriv:
When you arrived, Warriv's caravan had been long overdue. With all of the evil that's arisen in the land, I'm surprised he got through at all.

Gossip (about Jerhyn):

From Deckard Cain:
Greetings, my friend. Have you spoken to Jerhyn yet? He's quite a remarkable leader for being such a young man. Then again, the old blood has always run strong in this land.

From Drognan:
When the recent troubles began, Lord Jerhyn came seeking my council. I advised him to close the port and put the town under strict watch.
Lately, though, he's been occupied within the palace. I doubt his whores could divert him from his civic duties for this long, though.

From Elzix:
We've all fared well under Jerhyn's leadership. The town has remained safe throughout this whole mess; and yet the lad still seems very upset about something.

From Geglash:
Jerhyn's been acting strange lately. I can't imagine why he recalled the town guards into the palace. If there is something wrong in there, I hope he doesn't expect me to handle it.

From Greiz:
Jerhyn's got a nice little trading post going here. Despite his youth, he is a clever businessman. As you can see by that palace, he's done quite well for himself.

From Lysander:
Oh... Young Jerhyn used to purchase minor love potions from me, hoping to win the favors of the harem girls.
But now that the girls have taken up residence in the palace, he doesn't come around here anymore. Well, well... I've always said, 'alchemy is no substitute for experience'.

From Meshif:
There's something Jerhyn's not telling me, I just don't know what. To my eye, things here in town don't look that bad, especially since Warriv's caravan route opened up.

From Warriv:
Jerhyn has his father's strength and wits. He's young, but he rules this place with Wisdom and care. I think he'll grow into a fine Sultan... Provided we all survive this crisis.

Kaelan

Dialogues:

Before The Arcane Sanctuary quest is activated:
Halt!
You may not pass.

After The Arcane Sanctuary quest is activated:
Stay out of trouble.
Welcome to the palace.
You may enter the palace.

Unused:
Hey, hero! You're asking for trouble, if you leave town now.

Lysander

Greetings:
Back again, uh?
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hello.
Huh? Did you say something?
I need your help.
Okay, be that way.
There's nothing the right potion can't Cure.
Welcome to my shop.
Well, what the hell do you want? Oh, it's you. Uh, hi there.
Yes?
You'll be back.

Dialogues:

Introduction:
How do I know I can trust you? Hmm?
You may be as shifty as that pack rat, Elzix, who runs the Inn. But, if you need a potion, though, I suppose I can make you one... for a price, of course.

Radament's Lair:

After Activation:
I hear that Beast is after body parts. Does he eat them? Oooh... Ghastly!

Return:
Huh? Peppermint? Oh, Radament! Yes, yes. Ooh, a foul creature...
Some of my exploding potions should do quite nicely against him. They usually work well against the undead.

Completion:
Uh... Little of what I am able to hear is of any value. Radament's Death, however, is news worth hearing. I'm sure Atma will be glad to hear of this.

Tainted Sun:

After Activation:
Claw Vipers! This outer darkness mirrors the inner blackness of their souls. It is they who have eclipsed the sun, I'll wager. They are a venomous band.

Return:
Well... I don't know much about the habits of Claw Vipers, to be honest. Drognan will probably know something about the nature of the magic at work.

Completion:
Ahhh... Claw Vipers are fond of magical artifacts. Did you happen to find one in their temple?

Arcane Sanctuary:

After Activation:
Horazon found it necessary to lock himself up for all time, just to protect himself from those angry demons. Such is the fate of one who practices the summoning arts... that, or eternal damnation. There's old summoners and bold summoners, but no old, bold summoners.

Return:
Huh? The horizon is always out of reach, you should know that. Oh, Horazon! Oh, I see. Uh.
Yes. Well. He was insane. Brilliant, yes, but... total lunatic.

Completion:
Horazon's urinal? Oh, journal! Yes, well... Glad you found it. Such a shame about those poor harem girls, huh? I shall miss them deeply... I mean their conversations, of course.

The Summoner:

After Activation:
Ah, yes. I remember. There was a... fellow around here many months ago who asked almost as many questions about Horazon as you.
So... He discovered enough to assume Horazon's place in The Arcane Sanctuary, huh? What a fool!

Completion:
Huhhh... Such is always the fate of those who meddle with evil.

The Seven Tombs:

After Activation:
When Tal Rasha chose to embody the Spirit of Baal, he knew his Doom was to wrestle eternally against the will of the greater Evil. Look around you and ask yourself, 'Has the battle been won or lost?

Completion:
I'm sorry things didn't turn out as you had hoped. Go and remember us fondly. You know, you bothered me far less than most.

Gossip:

General:
Potions are delicate mixtures. They're just as liable to go off in your face as anything.
There are some ancient enchanted fountains in the desert that can heal your wounds - if you drink enough from them.
Oh. Deafness has its advantages, you know. I'm no longer forced to overhear the tedious gossip of others.
I never patronized the brothels, mind you. But since those ladies took up hiding in the palace, there certainly has been less scenery to feast my eyes on.

About Atma:
Ah... The sweetest desert flower - that's Atma. Even my strongest brew can't bring back her family, though.

About Drognan:
Drognan? Oh.. He's a good friend of mine. I help him find exotic spell components and alchemical books from time to time. I think he used to be a sorcerer of great renown, but he doesn't like to talk about his past.

About Greiz:
Oh... I have great Faith in Greiz. He seems to have things well in hand.

About Jerhyn:
Oh... Young Jerhyn used to purchase minor love potions from me, hoping to win the favors of the harem girls.
But now that the girls have taken up residence in the palace, he doesn't come around here anymore. Well, well... I've always said, 'alchemy is no substitute for experience'.

About Meshif:
I've sold many sea-sickness potions to Meshif over the years. It seems that many of his passengers don't take well to the rocking of his ship on the open seas.

About Warriv:
I've traded my potions to Warriv many times. Yes. They seem to fetch a good price in the western lands.

Gossip (about Lysander):

From Atma:
Oh, Lysander is cranky, but he's a good old man. He used to give me medicines when... my son was ill.

From Drognan:
Lysander is harmless enough. We keep each other company with our mutual interests, yet I don't think he could handle the enormity of our present situation.

From Elzix:
That Lysander's a grumpy old cuss. You'd better not disturb him while he's working on his potions, or... BOOM! You could get blasted to the moon.

From Geglash:
I've got no time for old alchemists. Lysander would be completely useless in a real fight.

From Greiz:
I'd stay clear of Lysander, if I were you. He's always mixing his damned potions and chemicals. I wouldn't be surprised if he winds up blowing himself to smithereens!

Meshif

Greetings:

Ahoy, mate.
Farewell.
Goodbye.
Good day.
Good evening.
Good morning.
Good sailing.
Good to see you.
Good to see you again.
Greetings.
Hail to you, champion.
Hello.
Hello again. Let me know when you've had enough of this place. I'll gladly sail away from here.
I need your help.
My ship is your ship.
Thank you.
Welcome avenger
What can I do for you?
What do you need?
Yes?
You'd best be about your business here, I want to leave as soon as you're ready.
You should be thankful that I don't Charge you for ferrying you across the sea.

Dialogues:

Introduction:
Greetings. I'm Meshif, captain of this ship here. I make port runs around the Twin Seas and occasionally out to Kingsport in Westmarch.
I haven't sailed anywhere lately, though... Jerhyn has ordered me to stay docked here in case of emergency.

Amazon only:
Greetings, Amazon. I haven't seen one of your kind in many years.... It's good to know that warriors of your caliber are protecting this city.
I'm Meshif, captain of this ship here. I make port runs around the Twin Seas and occasionally out to Kingsport in Westmarch.
I haven't sailed anywhere lately, though... Jerhyn has ordered me to stay docked here in case of emergency.

Radament's Lair:

After Activation:
There are two entrances to the sewers, I believe. One of them is right near here, down by the water beneath the docks. I can see it from my ship, and you can bet I keep an eye on it every night.

Return:
I noticed a rotting, human arm floating in the harbor this morning. I suspected foul play, so I told Greiz. He didn't seem too concerned since there haven't been any folk reported missing lately.

Completion:
Good job mate! At night out on my ship, I was often awakened by that fiend's awful moaning. I bet I rest easier now.

Tainted Sun:

Act 2 Meshif:

After Activation:
This permanent darkness is very unsettling. Hmmm... It would make navigation by stars easier for me, though.

Return:
I've had about enough of this darkness. I don't even know what day it is anymore.

Completion:
So... Did you plunder any booty?

Arcane Sanctuary:

After Activation:
Ahh... The legend of Horazon is an old one, especially around these parts. You wouldn't believe the feats and strange events that are attributed to him.

Return:
So... Now that you're such a pal of Jerhyn, why don't you ask him if I can set sail one of these days? I'm running out of patience.

Completion:
So... Now we know Jerhyn's little secret. Well... I guess I can see why he wanted me to stay, though... I'm just glad it didn't come to that. Now he tells me to wait some more, in case you need to get out of here.
Well, for you I'll do it. Maybe they'll mention me in the epic ballads, eh?

The Summoner:

After Activation:
Ah, yes. As a ship captain I am well aware of the phenomenon of a false Horazon.
Sorry, just a little joke.

Completion:
Well! You've got what you're after. Now get a move on before it's too late.

The Seven Tombs:

After Activation:
I'm sorry, I can't help you much here. Now, if the tombs were across the ocean, then I'd be the guy to talk to.

Completion:
Jerhyn tells me I should take you east to Kurast. I haven't been there for several years, but rumor has it that things are pretty grim.

Gossip:

General:
I've been all around the seas in these parts. It's dangerous sailing west this time of year, though. Until the season changes, the caravan through the desert is the main trade route to Westmarch.
My ship is the only way East from here. Still, Lord Jerhyn tells me that I may not leave until the current crisis is over.

About Atma:
Atma serves a fine ale in her establishment.

About Elzix:
Oh, I've known Elzix for years. He always offers me a free room at his Inn when I dock here, but I prefer the comforts of my own cabin.

About Fara:
The lady Fara has a proud, noble air about her.

About Geglash:
Hah! That braggart Geglash says he fears neither man nor Beast. Yet, when I offer to take him out to sea, he quakes with fear.

About Greiz:
Greiz seems to be a dependable fellow. I hope he can handle it if those things in the desert decide to attack this town.

About Jerhyn:
There's something Jerhyn's not telling me, I just don't know what. To my eye, things here in town don't look that bad, especially since Warriv's caravan route opened up.

About Warriv:
Warriv is a good friend. We've shared many tales, he and I. If we had it all to do over again, I believe we'd both be explorers of some renown.

Amazon only:
I was wondering if you've heard any news from Kurast? I know you Amazons travel extensively. Have you been there recently?
Hmm... Well, I hope the port opens soon. I need to get home to Kurast and find out what's been happening there.

Gossip (about Meshif):

From Atma:
Meshif seldom patronizes my establishment. I think he prefers to stay out there on his leaky ship.

From Deckard Cain:
Meshif is an interesting man. Part of him longs for the freedom of the open seas... Yet his heart belongs in his homeland.

From Drognan:
Meshif and his vessel should remain here, lest we risk taking demonic stowaways to other lands.

From Elzix:
Meshif is a wise Captain, I think. Wise enough to know silver from tin and truth from dung, that's for sure.

From Fara:
Meshif is an honest man as far as I can tell. He has never pestered me about my past.

From Geglash:
Yeah. Meshif's okay, I guess. But I'll be damned if I ever get on his ship. I don't even like to drink water.

From Greiz:
Meshif has sailed all around the southern seas and visited many strange lands. It must be driving him mad, having to stay anchored here.

From Jerhyn:
Meshif is an honorable man, but I fear that he is growing impatient with me about impounding his ship. I dare not tell him what's really happening in this city.

From Lysander:
I've sold many sea-sickness potions to Meshif over the years. It seems that many of his passengers don't take well to the rocking of his ship on the open seas.

From Warriv:
I've met Meshif many times on my travels here. I've always enjoyed trading stories with him about the exotic lands of the East. I'd wager he's sailed to many strange lands.
7
OP

NPC’S Dialogues Compiled by Fellowship Part 5


Act Three Dialogues

Introduction:
Well, I gave you my word, and brought you here as promised.
But by all that's still holy, I wish I'd never returned to this accursed place. This fetid jungle can't be the fair Kurast I left behind.
I don't know what all this evil is, my friend, but it's obvious that you must stop it. I only pray that you can before the jungle consumes the last vestiges of my beloved homeland.

Barbarian only:
Being a Barbarian, I'm sure you've seen many strange sights in the northlands.
But by all that's still holy, I wish I'd never returned to this accursed place. This fetid jungle can't be the fair Kurast I left behind!
I don't know what all this evil is, my friend, but it's obvious that you must stop it. I only pray that you can before the jungle consumes the last vestiges of my beloved homeland.
If this evil isn't contained, it could spread north to your homeland, too. Then the whole world would fall under the shadow of the Three.

The Golden Bird:
The figurine must be given to Meshif. He will exchange it for a golden bird, which you must give to Alkor.

Return (with Jade Figurine):

Act 3 Meshif:
Praise you! That jade figurine will complete the set I was collecting.
Here! I've had this statuette of a golden bird for years, but I consider it a fair exchange.

Completion:
Immortality is definitely not for me.
Can you imagine having to wake up every night just to piss for the next thousand years?

Blade of the Old Religion:

After Activation:
The Gidbinn is one of the few remaining relics of Skatsim, the Old Religion. It is reputed to have great powers.

Return:
The jungle is like nothing you've ever seen before. Imagine Paradise festering like a wound... then bursting!

Completion:
With any luck, the spirits of Skatsim will grant us revenge upon the powers that ravaged this land.

Lam Esen's Tome:

After Activation:
Oh. No one really believes that the Black Book exists. It's just a symbol of Zakarum's anti-Skatsim propaganda.

Return:
Kurast was once the greatest city in the world. Now it is hard to tell where the jungle stops and the city begins. The jungle grows rampant on the soil enriched by the blood of my fellow citizens.

Return (with Lam Esen's Tome):
Thank all that's holy. You've returned with the Black Book! Maybe now you can put an end to the Evil that has destroyed my homeland.

The Blackened Temple:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
There is only one way to the Temple City. You will have to cross many rivers and streams, but you'll find it. A great tower stands at its center.

After Activation ( Lam Esen's Tome quest wasn't completed):
It has been said that Ormus speaks most clearly when his ideas are utterly mad.

Return:
Within the Temple City is a courtyard. The Council resides there.

Return ( Lam Esen's Tome quest wasn't completed):
I have heard rumors that the Prime Evils are here seeking their Brother.

Completion:
It seems the jungle is already dying back. You've broken the curse, my friend! May the Light bless you!

The Guardian:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
Be careful when you return to the Tower. Though many of the followers of Zakarum have fled, there's no telling what horrors still lurk inside it.
After Activation ( Lam Esen's Tome quest wasn't completed)
Move quickly, my friend, and end this curse once and for all!

Return:
I ought to return to the ship. We may have to sail from here very quickly.

Completion:
Ahh... Now, Kurast can begin the task of rekindling its former glory... I thank you.

Gossip:

General:
I shouldn't have boasted so much about Kurast on the journey here. Oh... Much has changed since I left.
The dockside is apparently the only civilized area left in Kurast.
All through my childhood, Kurast was a paradise. The once perfumed air now reeks of putrefaction.

About Alkor:
I went to speak with old Alkor, but I disturbed his studies. He doesn't seem to like visitors.

About Asheara:
If you are planning to carry on your wild ways here, you may need the assistance of Asheara's Iron Wolf mercenaries.

About Deckard Cain:
Your companion, Cain, must have known that he would be in grave danger here. You are great, indeed, to elicit such loyalty.

About Hratli:
Hratli seems to be the only one left here with any common sense. Yet how sensible is it to remain here?

About Natalya:
That woman, Natalya, seems to be waiting for something important to happen. She's a strange one, I think.

About Ormus:
Trying to get information out of Ormus is like straining water from a rock. His damned riddles are almost as confusing as our current state of affairs.

Barbarian only:
It takes great courage and generosity to defend a land and a people that are not your own. Perhaps, when this curse is lifted, my people can do something for yours in return.

Gossip (about Meshif):

From Alkor:
You came here with Meshif? That old 'tour-guide to the stupid'!
I'm surprised you made it here in one piece.

From Asheara:
Meshif says he used to live here. I'm surprised he came back. I'll bet he wishes he hadn't.

From Deckard Cain:
Seeing his homeland in such a state must be horrifying to Meshif. I'm surprised he's willing to remain here in order to help you.

From Hratli:
I trust you already know Meshif. But did you know that he was born and raised here?
I suspect that like many of us his Spirit is near broken at the sight of Kurast's decline. Only our Brand of gallows humor saves us from utter despair.

From Ormus:
For one who spends so much time away from home, Meshif has taken Kurast's corruption the hardest.

Tyrael

Act Two Dialogues:
Tyrael appears at the very end of the act, after a player has defeated Duriel, and gives the following message:
I thank you, mortal, for my freedom. But I did expect you earlier.
I am the Archangel Tyrael. I came here to prevent Diablo from freeing his brother, Baal. But I have failed. Now, Terror and Destruction roam free throughout your world.
Even now, they head towards the Eastern capital of Kurast - to the very heart of the Zakarum Temple. There they hope to find their eldest brother, Mephisto, the Lord of Hatred who was imprisoned there ages ago.
If the three Prime Evils unite, they will be invincible. Though it is unclear as to what their aims are, it is certain that they must be stopped at all costs.
I am broken and the energies that tie me to this world are diminishing rapidly.
You must take up this quest and prevent the Three Brothers from reuniting. You must cross the sea and search for Diablo and Baal in Kurast.
Now hurry, mortal... Time is running out for all of us!

Act Four Dialogues:
Tyrael is a permanent resident of the Pandemonium Fortress, standing by the unlit fireplace the entire time a player is in Act Four. Tyrael gives out quests and quest rewards, and opens a red portal to Harrogath, after players (in the expansion pack) defeat Diablo.

Greetings:

Farewell.
Godspeed.
Goodbye.
Good to see you.
Good to see you again.
Greetings.
Greetings, mortal. I knew you'd find your way back here.
Hail to you, champion.
Hello.
I need your help.
Thank you.
Welcome, avenger.
What can I do for you?
What do you need?
Yes?
Your presence honors me.

Introduction:
It is good to see you again, hero.
Mephisto's defeat is a great victory for the Light. I knew that you would eventually find your way here. The Pandemonium Fortress is the last bastion of Heaven's power before the Gates of the Burning Hells.
This place has been hallowed by the blood of thousands of champions of the Light, many of whom were mortal, like yourself. Now the final battle against the Prime Evils draws near... and you must face it alone.
I have been forbidden to aid you directly, save for a few bits of Wisdom. For this is the hour of mortal Man's triumph...your triumph.
May the Light protect you and the powers of Heaven shine upon your path...

The Fallen Angel:

Activation:
There is a dark, tortured soul who was trapped within this forsaken realm long ago. He was called Izual by mortal men, and in ages past he was my most trusted Lieutenant.
Yet, against my wishes he led an ill-fated assault upon the fiery Hellforge, itself.
Despite his valor and strength, Izual was captured by the Prime Evils and twisted by their perverse power. They forced him to betray his own kind and give up Heaven's most guarded secrets.
He became a corrupt shadow of his former self - a Fallen angel trusted neither by Heaven nor Hell.
For his transgressions, Izual's Spirit was bound within the form of a terrible creature which was summoned from the Abyss. His maddened Spirit has resided within that tortured husk for many ages now.
It seems to me that he has suffered long enough. I implore you, hero, find Izual and release him from his cruel imprisonment.
Put an end to his guilt and suffering.

After Activation:
Though Izual no longer carries the Angelic Runeblade, Azurewrath, he may still possess great strength and power within his new form.
Also, he may not be able to tell friend from foe while in his present state. If you find him, he will almost certainly be hostile.
Proceed with the utmost caution.

Return:
You mustn't delay, mortal hero. Izual must be put to rest, but Diablo still lurks within this realm.
Go now... Hurry!

Completion:
Thank you, hero, for putting Izual's tortured Spirit to rest. May the Light protect you and the powers of Heaven shine upon your path.
But, if what you tell me is true, then I fear that we have been played for fools all along.
Izual helped Diablo and his Brothers trick me into using the Soulstones against them... Now the Stones' powers are corrupted.
With the combined powers of the Soulstones under their control, the Prime Evils will be able to turn the mortal world into a permanent outpost of Hell!

Terror's End:

Activation:
The time has come to hunt down and destroy Diablo, himself.
But beware, the Lord of Terror is not to be underestimated. He single-handedly destroyed the town of Tristram and corrupted the last noble hero who tried to stop him.
This time, you must defeat him for good. Only by destroying the Soulstone which he carries will his Spirit be banished forever.
Good luck! Though this be our darkest hour, it may yet be your greatest moment.

Completion (Diablo II):
Praise be to the Light! You have accomplished the impossible!
Diablo and Mephisto have been banished back into the Black Abyss that spawned them and the corrupted Soulstones are no more.
You've done well, hero. For now, you should rejoice.

Completion (Diablo II:LoD):
Praise be to the Light! You have accomplished the impossible!
Diablo and Mephisto have been banished back into the Black Abyss that spawned them, and the corrupted Soulstones are no more.
However, while you were fighting here, Baal remained behind in the mortal realm, building an army of hellish minions. Now, Baal's army is searching for the Worldstone, the ancient source of all the Soulstones and their power, while leaving behind a wake of Destruction. They have forged deeply into the Barbarian homelands, heading directly for the summit of Mount Arreat!
Baal knows, mortal hero! That is the very site of the blessed Worldstone!
Now, enter the portal I have opened for you. It will take you to the Barbarian city of Harrogath, the last bastion of Order on the slopes of Arreat.

Gossip:

About Deckard Cain:
Long ago, I swore an Oath to watch over the Horadrim and their descendants.
As Deckard Cain is the last of their esteemed Order, I will not allow him to perish here so far from the lands of his birth.
Be at ease, hero, I know that he is your friend. He shall come to no harm.

Gossip (about Tyrael):

From Deckard Cain:
I have read much about the enigmatic Archangel Tyrael. He was revered in Horadrim Lore both for his compassion for mortals and his unquenchable Spirit.
It was rumored that he went against the wishes of Heaven and gave the Horadrim the original Soulstones in order to trap Diablo and his Brothers.

Act Five Dialogues:
Tyrael appears at the very end of the act, after a character has defeated Baal in the Worldstone Chamber. Tyrael floats down from the ceiling after Baal's Death, to speak and open a red portal that exits your character from the game and takes them to a victory screen where their new title is displayed. Tyrael's speech goes as follows:
I am impressed, mortal. You have overcome the greatest challenge this world has ever faced and defeated the last of the Prime Evils. However, we are too late to save the Worldstone. Baal's destructive touch has corrupted it completely.


Given enough time, the Worldstone's energies will drain away and the barriers between the worlds will shatter -- the powers of Hell will flood into this...Sanctuary...and eradicate your people and everything you've labored to build.

Therefore, I must destroy the corrupted Worldstone before the powers of Hell take root. This act will change your world forever -- with consequences even I cannot foresee. However, it is the only way to ensure mankind's survival.

Go now, mortal. I have opened a portal that will lead you to safety.
May the Eternal Light shine upon you and your descendants for what you've done this day. The continued survival of mankind is your legacy! Above all else, you have earned a rest from this endless battle.
Tyrael is then shown in the game-ending cinematic. He chants for a moment, then throws his sword into the Worldstone, causing it to shatter and explode into countless tiny shards. It's not yet known what plot/story ramifications the Destruction of the worldstone will create. Perhaps Diablo 3 will answer those questions?

Alkor

Greetings:

Farewell.
For the last time, stop pestering... Oh, it's you. Welcome! Welcome!
Go away!
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Good to see you again.
Greetings.
Hail to you, champion.
Hello.
I need your help.
Thank you.
Welcome, avenger.
What?
What can I do for you?
What do you need?
What do you want?
Yes?
Yes, yes. Goodbye.
Your presence honors me.

Dialogues:

Introduction:
Damn it, I wish you people would just leave me alone! I...
Oh, you're new here, aren't you?
I am Alkor, the Alchemist. I dabble in potions and salves, and I can sell you some if you really need them.
But don't make a habit of coming here. I don't like to be disturbed while I'm studying!

Necromancer only:
Damn it, I wish you people would just leave me alone! I...
Oh, you're a Necromancer, aren't you? I've heard that your kind use powerful potions and such to wake the dead and control spirits. I'd love to discuss what components you use some time.
I am Alkor, the Alchemist. I dabble in potions and salves, myself, and I can sell you some if you really need them.
...Feel free to drop by anytime.

The Golden Bird:
This quest is initiated by picking up the Jade Figurine when a boss monster drops it. In earlier versions of the game, players had to leave town or at least leave the screen several times, before returning to speak with Alkor as he moved along the multiple steps and dialogues in the quest. Since v1.09 this is no longer necessary, and characters can simply click him several times in a row to run through all of his dialogues and get the life potion reward.

Activation (Unused):
Who has not dreamt of immortality? One man is rumored to have done more than merely Dream. Find the Golden Bird of Ku Y'leh and you might find the secret to everlasting life.

After Activation (Unused):
Many alchemists believe that Ku Y'leh magic elixir bonded with his body before his Death. His ashes are therefore considered to be very rare, highly potent, alchemical ingredients. If I could procure the ashes, I would create a potion which could defy Death itself.

Return (Unused):
Remember, Ku Y'leh ashes are stored within the statuette of The Golden Bird. The Bird is worth a great deal to the one who can locate it.

Return (with Golden Bird):
Ah, the Golden Bird of Ku Y'leh. Thank you, my friend.
Busy yourself while I experiment with the ashes within it. Then, return and see what I have made for you.

Completion:
From the ashes of Ku Y'leh I have mixed for you a potion.

Blade of the Old Religion:

After Activation:
Have you not heard of The Gidbinn? Well, allow me to reduce your ignorance on the subject.
The Gidbinn is an enchanted Dagger - a religious artifact greatly valued by the Old Religion, Skatsim.

Return:
Legend has it that the Skatsimi priests placed great power within the small Blade. Power enough to repel this terrible jungle-curse which encroaches on our Sanctuary.

Completion:
Hah! You have stolen the fabled Blade from right under Zakarum's nose! This is a great day, indeed!

Lam Esen's Tome Notice:
Alkor gives this quest, and a 5 stat point reward when a character returns the book to him. Prior to v1.09 the Ruined Temple was a very hazardous dungeon, since the main entrance stairs were often "trapped" by large spawns of monster. Many players, Hardcore especially, found it wise to skip this quest on Normal, and when they got to Act Three in Nightmare and Hell they would start a new game on Normal, retrieve the book, then start a game on the higher difficulty and take the book to Alkor, thus receiving credit for the quest on Nightmare or Hell without risking the Ruined Temple.
v1.09 made this exploit impossible by attaching a difficulty level tag to all quest items. Quest items found in normal can no longer be used in Nightmare or Hell (or vice versa). However, since v1.09 also fixed most of the stair trapping issues in the Ruined Temple (and other small dungeons), that was a fair exchange.

Activation:
It pains me to waste time with you, so I'll get right to the point.
There is a very special book which you must find for me. It was written long ago by a sage known as Lam Esen, who studied Skatsimi magic and the effects of the Prime Evils on the mortal world. The Black Book was lost when the Children of Zakarum took over this land.
Now, you must reclaim it without delay! Its knowledge may aid us in this dark time ahead.

After Activation:
The Black Book contains powerful secrets of Skatsim, the Old Religion, long eclipsed by Zakarum.
I should warn you. The Black Book is much sought after by both good and evil. Be wary.

Return:
Did I neglect to mention that the book contains useful information about the Prime Evils?

Completion:
You have found the Book! It should give all of us here some Insight into the nature of the Prime Evils...
Ah, but as for you...

The Blackened Temple:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
The Black Book contains some vague prophecies regarding this undertaking. I'm not so sure it will turn out well for you.
After Activation ( Lam Esen's Tome quest wasn't completed)
I am but a potion dealer and an avid reader of occult books. What do I know of the Travincal?

Return:
Kill as many as you can. I have a morbid love of excess.
Return ( Lam Esen's Tome quest wasn't completed)
If only we could have found the Black Book. I feel as though a malevolent hand has led us away from it.

Completion:
You've accomplished the impossible! By killing the Council, the curse of Zakarum will be lifted and our land will be free!
Oh. Thank you!

The Guardian:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
The hidden ways of the Tower are long forgotten. Though... it is rumored to have been built as far below the Ground as above it.
After Activation ( Lam Esen's Tome quest wasn't completed)
We have seen Diablo, but remain unsure of his Brothers' whereabouts.

Return:
Well, the good news is that events are unfolding just as Lam Esen foretold. The bad news is that the story ends in our utter ruin!
Return ( Lam Esen's Tome quest wasn't completed)
I'm afraid both fear and a large dose of elixir preclude me from answering.

Completion:
Your news is great indeed. You have saved us all. I would smile, but I'm afraid my face might collapse.

Gossip:

General:
Care to take a gander at my Grimoire?
I've never claimed that you'd live forever after trying one of my potions! Merely that you might look as though you had.
I keep a library of tomes - heretical, exegetical, hermeneutical and pharmaceutical.
There was a very fat man here recently asking after the Golden Bird of Ku Y'leh. Have you heard of it? He kept muttering about ashes. I would imagine one Golden Bird's ash-hole to be about the same as another, wouldn't you?
I hope you don't object to my badgering the witless.

About Asheara:
Oh, Asheara's a good customer. She buys a potion of manliness from me every week.

About Hratli:
Hratli's only good for making his silly magic weapons. It's not like he's got the stones to actually go out and use them on anything.

About Meshif:
You came here with Meshif? That old 'tour-guide to the stupid'!
I'm surprised you made it here in one piece.

About Natalya:
Yes, Natalya is a cute girl. However, I think she could use a special potion.
Let me see here, 'Radiant Beauty'... No. 'Ray of Sunshine'... No, that's not it.
Ah, here it is: 'Relax Frosty Bitch'. This should help her out.

About Ormus:
Oh, Ormus has been talking in riddles for years. I think he does it to cover up the fact that he's got nothing intelligent to say.

Necromancer only:
Even I can tell that the evil in the jungle is growing. I hope you survive out there, my pasty friend. I'd still like to discuss what components are best used in necromantic potions.

Gossip (about Alkor):

From Hratli:
Alkor is a potion dealer given over to a life steeped in ceaseless study and dissipation.

From Meshif:
I went to speak with old Alkor, but I disturbed his studies. He doesn't seem to like visitors.

From Ormus:
Alkor is able to explain things much more clearly than Ormus.

Ashaera

Greetings:

Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Greetings.
Hail to you, champion.
Hello.
I'm surprised you made it back all in one piece. Most mortals who come back from Hell are usually dead... or undead as it turns out.
Thank you.
Welcome, avenger.
What can I do for you?
What do you need?
Yes?
Your presence honors me.

Dialogues:

Introduction:
Hello, there. You must be a great adventurer to risk coming here.
My name's Asheara, and I lead the mercenary band of mages known as the Iron Wolves. We've been hunting down demons in the jungle for months, but no matter how many of them we kill, they just keep comin'. Seems this whole place has been overrun by evil.
Rumor has it that you've come here to help. If that's true, then I'll let you hire some of my mercenaries.
But be careful... If you piss them off, they can be worse than those monsters out in the jungle.

Amazon only:
Hello, there. You must be an Amazon. I've heard about your people... nomadic warriors without peer.
My name's Asheara, and I lead the mercenary band of mages known as the Iron Wolves. We've been hunting down demons in the jungle for months, but no matter how many of them we kill, they just keep comin'. Seems this whole place has been overrun by evil.
Rumor has it that you've come here to help. If that's true, then I'll let you hire some of my mercenaries.
But be careful... If you piss them off, they can be worse than those monsters out in the jungle.

The Golden Bird:

After Activation (Unused):
Legend has it that those who murdered Ku Y'leh for its secrets wound out losing its coveted ashes. They died of old age and madness.

Return (with Jade Figurine):
Only Deckard Cain can make sense of this.

Return (with Golden Bird):
Such a beautiful statuette... But, you'd think it would've been better cared for. There's a compartment here that's full o' dust.

Blade of the Old Religion:

After Activation:
The Gidbinn will reinforce the enchantments that protect the dockside from the evil that infests Kurast.

Return:
I'm certain that The Gidbinn is very closely guarded.

Completion:
Now that fewer of the Iron Wolves are needed to guard the dockside, some of them have volunteered to accompany you free of Charge.

Khalim's Will:

After Activation (Unused):
The Iron Wolves who have ventured down there report that the muck teams with loathsome creatures. There are also deeper levels, but they've all been flooded for some time.

Lam Esen's Tome:

After Activation:
Many things can be found in the city of Kurast. The book may be there.

Return:
I believe I can trust you now.
When you first arrived, I suspected you a spy for the Zakarum, the false religion whose faithful are now under the sway of a mysterious power. They've made a mockery of the Old Religion of Skatsim.

Return (with Lam Esen's Tome):
The Iron Wolves are very impressed by your skills.

The Blackened Temple:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
The Children of Zakarum who guard the Tower square can be killed, but their numbers are vast. You must destroy their Council.

After Activation ( Lam Esen's Tome quest wasn't completed):
There are many zealots among the followers of Zakarum. It will be difficult to get past them.

Return:
The Iron Wolves and I are at the ready to aid you.
Return ( Lam Esen's Tome quest wasn't completed)
Things are getting wilder than Ladies Night at the Slippery Fist.

Completion:
The sun has set on the Religion of Light.

The Guardian:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

Activation:
I sent a few of my Iron Wolves on a scouting mission into the jungle near the Temple City... They encountered two cloaked men who attacked them with horrifying powers.
My men barely survived. I have to assume that the two strangers are Diablo and Baal.
You'd better hurry. They're close to finding their brother.
After Activation ( Lam Esen's Tome quest wasn't completed)
Many Iron Wolves have disappeared in Travincal. The Evil is still strong there.

Return:
The sudden reduction in our ranks makes us eager to destroy Diablo and his brothers. Vengeance for the Iron Wolves!
Return ( Lam Esen's Tome quest wasn't completed)
We will fight to the Death.

Completion:
Well done, my friend. You are a great champion of Order. Please, consider yourself an honorary Iron Wolf.

Gossip:

General:
Why fight fair, when you can hire some of us?
No one comes to Kurast anymore without good reason. You must be seeking fame and fortune.
The Iron Wolves and I have made a good living around here lately.
The jungle can take you down fast. Try to avoid getting trapped out there if you can.

About Hratli:
Hratli may be a bit too clever for his own good. Still, I'd trust his work anytime.
Hratli thinks he's so funny. The other day he said, ' Asheara, I don't recognize you without that big gash on your face.'

About Meshif:
Meshif says he used to live here. I'm surprised he came back. I'll bet he wishes he hadn't.

About Natalya:
I invited Natalya to join the Iron Wolves and she began lecturing me about the 'dangers of magic'. Who the hell does she think she is, anyway?

Amazon only:
Your skills are unique indeed. They are neither sorcery, nor physical, but seem to be a harmonious blend of the two. The Iron Wolves could learn much from your kind.

Gossip (about Asheara):

From Alkor:
Oh, Asheara's a good customer. She buys a potion of manliness from me every week.

From Deckard Cain:
Asheara seems like a very tough woman. I'd be careful around her if I were you.

From Hratli:
Asheara leads the mercenary company known as the Iron Wolves. You can hire some of them, but many are occupied securing the dockside.

From Meshif:
If you are planning to carry on your wild ways here, you may need the assistance of Asheara's Iron Wolf mercenaries.

From Natalya:
Asheara...? Oh, she's is a tough-talking mage, but I'd wager she's never faced true Evil.
Pampering drunken mercenaries is one thing, but standing face to face with a hell-spawned demon is another.

From Ormus:
Asheara is both proud and self-conscious of her womanhood.

Hratli

Greetings:

Goodbye.
Good day.
Good evening.
Good morning.
Greetings.
Hail to you, champion.
Hello.
Thank you.
Truth be told, I didn't expect to see you again. Did you happen to see any magical weapons in Hell?
Welcome, avenger.
Yes?

Dialogues:

Introduction:
Welcome to Kurast, traveler. Few come willingly to this ancient city anymore. I hope you brought your wits with you, for sanity is in short supply here.
My name is Hratli. I am a sorcerer skilled in metal work. It'd be a pleasure to help you... I don't have many customers these days.
As you can see, the populace has been brutally decimated by the forces of Mephisto. The canals run red with blood and demons roam the land.
The wretched jungle-hell has already reclaimed much of Kurast. The only safety you'll find is here at the dockside, where a magical warding holds the jungle evils at bay... but I don't know how long it will last.
To make matters worse, the Children of Zakarum are in league with the forces of Mephisto. The Zakarum have concentrated their power in the Temple City of Travincal, located within Kurast deep in the jungle wilderness.
It's true... Their Zeal is unmatched. But I say the so-called 'Warriors of Light' are nothing more than the twisted puppets of a hidden hand.

Sorceress only:
Welcome to Kurast, young Sorceress. Few come willingly to this ancient city anymore. I hope you brought your wits with you, for sanity is in short supply here.
My name is Hratli. I am a sorcerer skilled in metal work. It'd be a pleasure to help you... I don't have many customers these days.
Though my own magic is only useful for making enchanted weapons, I'll bet yours will put an end to this terrible evil once and for all. May the spirits of Skatsim watch over and protect you.
As you can see, the populace has been brutally decimated by the forces of Mephisto. The canals run red with blood and demons roam the land.
The wretched jungle-hell has already reclaimed much of Kurast. The only safety you'll find is here at the dockside, where a magical warding holds the jungle evils at bay... but I don't know how long it will last.
To make matters worse, the Children of Zakarum are in league with the forces of Mephisto. The Zakarum have concentrated their power in the Temple City of Travincal, located within Kurast deep in the jungle wilderness.
It's true... Their Zeal is unmatched. But I say the so-called 'Warriors of Light' are nothing more than the twisted puppets of a hidden hand.

The Golden Bird:

After Activation (Unused):
Ku Y'leh was a powerful sage who was rumored to have brewed a potion of immortality. In an ironic twist of fate, he was murdered before his potent elixir could take effect.

Return (with Jade Figurine, Unused):
Well, you've got something there. It isn't The Golden Bird.

Return (with Golden Bird):
You will have to take Ku Y'leh's ashes to Alkor.

Blade of the Old Religion:

Activation:
As I told you before, I placed an enchantment upon the dockside in order to keep the demons at bay. But lately, the enchantment seems to be weakening.
If Memory serves me correctly, there is a holy Skatsimi Blade that could revitalize the enchantment. The Blade is called The Gidbinn.
Find it, and our Sanctuary here will remain safe.

After Activation:
As far as we know, The Gidbinn is in the possession of the Children of Light. They do not wish it to fall into the hands of those who can restore its powers.
You may not believe it, but Ormus is the one who can use The Gidbinn to protect us.

Return:
Once The Gidbinn is found, Ormus will use it to strengthen the protective barrier around the dockside.

Return (with Gidbinn):
The Gidbinn's magic can only be channeled through Ormus.
Take it to him. He has the necessary knowledge about the ancient Skatsimi magics.

Lam Esen's Tome:

After Activation:
We have long sought the Black Book of Lam Esen. Rumors of its whereabouts spread as fast as jungle plagues. If you find it, take it to Alkor.

Return:
Not getting much help?
You know, people are like rugs. Hang them out a window and shake 'em a couple times. You'll be surprised how much dirt comes out.

Return (with Lam Esen's Tome):
We have the Book. Now we must see if we can bear its revelations.

The Blackened Temple:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
Remember. You can always find Sanctuary here with us.
After Activation ( Lam Esen's Tome quest wasn't completed)
This has been a trying time for all of us, but I sense this nightmare is coming to an end.

Return:
The followers of Zakarum demand complete allegiance to their creed. They have slaughtered many of their own for minor grievances.
They will not hesitate to kill you.

Return ( Lam Esen's Tome quest wasn't completed):
After having served Mephisto all these years, the Council must be twisted by hatred and evil.

Completion:
The followers of Zakarum lacked all sense of moderation. The collapse of their Tainted religion gives me hope.

The Guardian:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

After Activation:
Mephisto, along with Baal, was originally captured in the desert near Lut Gholein. But imprisoning two of the Brothers together was far too dangerous.
The Horadrim built The Guardian Tower to hold Mephisto. When Zakarum came to power in this land, it took over the Temple City without paying any heed to what was locked within the Tower.
And it became their Doom.

After Activation ( Lam Esen's Tome quest wasn't completed):
I hear there is a little family reunion about to take place in Kurast. The Three brothers draw close.

Return:
Why build a Tower to place the Beast below Ground? At times I believe the Horadrim lacked common sense.
Return ( Lam Esen's Tome quest wasn't completed)
Shouldn't you be running frantically up and down stairs about now?

Completion:
It looks like you're going to Hell before me.
Put in a good word.

Gossip:

General:
Within the Temple City stands a tower built long ago by the Horadrim to imprison the... Well, you'll discover more about it soon enough.
If you are another follower of Zakarum, I've told you people before I don't want your Towering Spire or anything else you have to sell!
Some find my prices unreasonable. That is because I am unreasonable.
You'll find that the Zakarumites have the persistence of zombies, but without the charisma.

About Alkor:
Alkor is a potion dealer given over to a life steeped in ceaseless study and dissipation.

About Asheara:
Asheara leads the mercenary company known as the Iron Wolves. You can hire some of them, but many are occupied securing the dockside.

About Deckard Cain:
This, Cain, whom you brought with you. He has the bearing of great power, yet I sense no magic about him. He is an Enigma to me.

About Meshif:
I trust you already know Meshif. But did you know that he was born and raised here?
I suspect that like many of us his Spirit is near broken at the sight of Kurast's decline. Only our Brand of gallows humor saves us from utter despair.

About Natalya:
Natalya is a quiet one. She arrived here about a week ago and has pretty much kept to herself. She's inquired about my weapons a few times, so I assume that she's a warrior of some sort.

About Ormus:
Ormus is a man of many mysteries. I sense strong magic about him, but he's never spoken of it to me.

Sorceress only:
You're very brave to have come here. In the old days, mages who didn't belong to one of the great Mage Clans were hunted down as renegades. But now, the Mage Clans have little Authority.

Gossip (about Hratli):

From Alkor:
Hratli's only good for making his silly magic weapons. It's not like he's got the stones to actually go out and use them on anything.

From Asheara:
Hratli may be a bit too clever for his own good. Still, I'd trust his work anytime.
Hratli thinks he's so funny. The other day he said, ' Asheara, I don't recognize you without that big gash on your face.'

From Deckard Cain:
Drognan told me of Hratli when we were in Lut Gholein. He said that he weaves magic into his forge and produces mystical weapons and armor.
His skills could be quite useful to you.

From Meshif:
Hratli seems to be the only one left here with any common sense. Yet how sensible is it to remain here?

From Natalya:
Hratli is a master craftsman. My Order could make use of one with his unique skills.

From Ormus:
Hratli suspects that Ormus is a mage. He can suspect whatever he wants, Ormus will not show him the true magic.

Natalya

Greetings:

Farewell.
Godspeed.
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Good to see you again.
Greetings.
Hail to you, champion.
Hello.
I need your help.
Thank you.
Welcome, avenger.
What can I do for you?
What do you need?
Yes?
Your presence honors me.

Dialogues:

Introduction:
Greetings, hero. I've heard of your exploits and... I'm quite impressed. Very few mortals are capable of dealing with the Three and their minions as you have.
My name is Natalya. I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted sorcerers.
If I could, I would gladly join your quest to stop the Three. But I must wait here for further news. I can't predict what will happen, but the danger is greater than we can know.
Until I receive my orders, I'll assist you with the information I have.

The Golden Bird:

After Activation (Unused):
Don't tell me you believe in all of that 'life after Death' nonsense. You should be more concerned with avoiding Death than making plans for after it finds you.

Return (with Golden Bird):
I'm having fun just watching you run from place to place searching for a Golden Bird. Some hero you are.

Completion:
I must admit, your foolish quest made little sense to me. But now I see the value of your actions. I believe you do possess great Wisdom.

Blade of the Old Religion:

After Activation:
Don't let The Gidbinn's size fool you. Though it is only a small Dagger, it holds tremendous power when in the hands of a true Skatsimi mage.

Return:
You'd best get back out there and find that Blade. The jungle creeps further into this camp by the hour.

Completion:
You are truly amazing, stranger. There are precious few items in the world that would tempt me to go up against the Children of Zakarum and their midget minions.

Lam Esen's Tome:

After Activation:
I've heard of the Black Book. My Order's code is based on many of its passages. If you find it, I will be greatly impressed.

Return:
I hope you find the Black Book soon. I could use something to read while I wait for my orders.

Completion:
So, you've returned with the Book. You surprise me. You must be very resourceful.

The Blackened Temple:
Most NPCs have two sets of dialogues during this quest. The first is seen when a character has already completed the Khalim's Will quest, and that the Zakarum are therefore no longer a threat. The other (more commonly seen by players) is delivered before Khalim's Will has been completed.

After Activation:
You are incredibly brave to venture into the lion's den. I wish you luck.
After Activation ( Lam Esen's Tome quest wasn't completed)
Beware the followers of Zakarum. Their Fanaticism is their greatest weapon.

Return:
I respect your need to do this. Honor demands that you see this through. Yet your chances are so slim...

Completion:
I can hardly believe you did it. Your power blankets you like a shining aura.

The Guardian:

After Activation:
Now you rush to face Mephisto. Don't give in to your hatred. That is his greatest weapon against you.

Return:
Beware, my friend. Sankekur may be the most powerful mortal in the world. He controls thousands of fanatical worshippers and embodies the Lord of Hatred, himself. His Death will be no easy task.

Completion:
Word is spreading fast that you killed Mephisto. I'd be honored to fight beside you in Hell, but I've just received my mission orders.
I'll be travelling to the Barbarian lands of the North, but I can't tell you why. With luck, our paths will cross again. Farewell.

Gossip:

About Asheara:
Asheara...? Oh, she's is a tough-talking mage, but I'd wager she's never faced true Evil.
Pampering drunken mercenaries is one thing, but standing face to face with a hell-spawned demon is another.

About Deckard Cain:
I've heard the name of Deckard Cain many times. He's the last of the Horadrim, and thus, I must Honor him. You must be powerful, indeed, if one such as he accompanies you.

About Hratli:
Hratli is a master craftsman. My Order could make use of one with his unique skills.

About Ormus:
My Order has been keeping watch over Ormus for many years, now. He seems to champion the cause of good, but who knows what shadow lurks within his soul?

Gossip (about Natalya):

From Alkor:
Yes, Natalya is a cute girl. However, I think she could use a special potion.
Let me see here, 'Radiant Beauty'... No. 'Ray of Sunshine'... No, that's not it.
Ah, here it is: 'Relax Frosty Bitch'. This should help her out.

From Asheara:
I invited Natalya to join the Iron Wolves and she began lecturing me about the 'dangers of magic'. Who the hell does she think she is, anyway?

From Deckard Cain:
Have you met, Natalya? She appears to be a member of the Khral-Harzhek, a secret order that has been around for centuries... almost as long as the Horadrim, itself.
Her presence here makes me uneasy, for they are traditionally sworn to hunt down Magi who have betrayed the trust of their order.
I wonder why she is here.

From Hratli:
Natalya is a quiet one. She arrived here about a week ago and has pretty much kept to herself. She's inquired about my weapons a few times, so I assume that she's a warrior of some sort.

From Meshif:
That woman, Natalya, seems to be waiting for something important to happen. She's a strange one, I think.
7
OP

NPC’S Dialogues Compiled by Fellowship Final Part

Ormus

Greetings:

Farewell.
Back so soon? Don't be ashamed. Even Ormus knows that the fires of Hell would wilt any man resolve.
Goodbye.
Good day.
Good evening.
Good morning.
Good to see you.
Good to see you again.
Greetings.
Hail to you, champion.
Hello.
I need your help.
Thank you.
Welcome, avenger.
What can I do for you?
What do you need?
Yes?
Your presence honors me.

Dialogues:

Introduction:
You now speak to Ormus.
He was once a great mage, but now lives like a rat in a sinking vessel. You have questions for Ormus and doubt in yourself. Ormus sees a strange dichotomy in you... as he does in all would-be heroes.
Speak to him and he may grant you Wisdom in turn. Or turn from him and seek Wisdom in thyself.

Paladin only:
You now speak to Ormus, good Paladin.
He was once a great mage, but now lives like a rat in a sinking vessel. You have questions for Ormus and doubt in yourself. Ormus sees a strange dichotomy in you... as he does in all would-be heroes.
Speak to him and he may grant you Wisdom in turn. Or turn from him and seek Wisdom in thyself.

The Golden Bird:

After Activation (Unused):
Ku Y'leh, in searching for immortal youth, found only an early Death. His apprentices, seeking to live forever, burned his body in order to derive benefit from his ashes.

Completion:
Ormus remembers the tale of Ku Y'leh. That venerable sage forgot that there is no life beyond Death. There is only life.
Once prolonged unnaturally, it can become a living hell.

Completion (Unused):
If Alkor can make you a potion to live after Death, use it wisely. Few mortals ever get a second chance at destiny.

Blade of the Old Religion:

After Activation:
Ormus is familiar with The Gidbinn. But how would a powerful Skatsimi artifact aid an unbeliever like you?

Return:
If we are to have Peace from the shadow, you must find the weapon which will destroy the Light.

Completion:
You have done well, noble hero. Ormus congratulates you. The old spirits of Skatsim will watch over you for returning their sacred Blade.
Now, after all these years, Ormus will once again use his powers to protect the innocent from the shadow. The spell that protects the dockside shall now be reinforced.
Reward
This magic ring does me no good.
Here... Wear it proudly!

Lam Esen's Tome:

After Activation:
The Children of Zakarum believe that the Black Book is filled with blasphemous heresy. In truth, the book may contain the secrets to our ultimate Redemption.

Return:
Even if you find the sacred Book, you must still traverse the jungle of meaning within it. That journey could prove to be far more perilous.

Return (with Lam Esen's Tome):
Why is the Black Book of Lam Esen like a coffin? Simple. Each holds the shape of our future.

The Blackened Temple:

Activation:
You have done well, my friend. Your courage and valor are an inspiration to us all.
But now the time has come to face those responsible for the evil that has stifled our land. You must destroy the High Council of Zakarum!
Long ago, these elders were charged with the stewardship of Mephisto, the Lord of Hatred, who was imprisoned within The Guardian Tower.
Through the generations, these pious men slowly fell more and more under the sway of Mephisto's malevolent power and the Council became an evil mockery of its former glory.
It is Mephisto's Hatred that has corrupted Zakarum and turned its devout followers into paranoid fanatics. That is why you must travel to the Temple City of Travincal and slay the Council.
Once they are gone, Mephisto's hold over this land and its people will be broken!

After Activation:
You must know that The Guardian Tower in the Temple City was built by the Horadrim for one purpose - to hold Mephisto. Once the Council is dead, you may enter the Tower.

Return:
If you die on this quest, I will commemorate your Sacrifice in an epic poem. You will not need a potion to achieve immortality. Ormus' words will do that.

Completion:
Ormus is grateful to you, stranger. You have broken the long, dark reign of Zakarum and delivered the first paralyzing blow against the Three.
Yet still, the true test lies ahead. For he whom the Council guarded still lives within the Blackened Tower.

The Guardian:
Most NPCs have two sets of dialogues during this quest. The default is seen when a character has already completed the Lam Esen's Tome quest and/or the Khalim's Will quest. The alternate (more commonly seen by players) is delivered if those quests have not yet been completed (and the Black Book is still missing and/or the Zakarum are still a threat).

Activation:
Diablo and Baal have surely found the Temple City by now. They seek to free their Brother, Mephisto, who was imprisoned by the Horadrim in the Temple's Guardian Tower.
You must reach him before his Brothers do and prevent them from releasing Hatred upon the world.

After Activation:
Make haste! Though the Three are sure to reunite, it is uncertain as to what they have planned once they do.
Be cautious, my friend. Though you are mighty, no mortal can stand alone against the power of the Prime Evils.

Return:
I understand that the great Patriarch of Zakarum, Sankekur, now embodies Mephisto.
You must overcome Hatred lest Terror and Destruction claim us all!
Return ( Lam Esen's Tome quest wasn't completed)
I am loath to describe what will happen if Diablo and Baal release Mephisto.

Completion:
You have defeated a Prime Evil in combat. Ormus is impressed beyond words. But staying here will not end this conflict.
You must enter the Infernal Gate and stop Diablo once and for all.

Gossip:

General:
Your Salvation can only be reached through Hatred. A strange fate, but a true one.
How does one destroy Destruction? How does one force Terror to flee in fear? You have great tasks ahead of you, Ormus thinks.
The Church of Light harbors the darkest shadow of all. Tread lightly.
When speaking of the dead, it is best to remain cryptic.
The Travincal can be breached by the loss of one's wits, not by the use of them.

About Alkor:
Alkor is able to explain things much more clearly than Ormus.

About Asheara:
Asheara is both proud and self-conscious of her womanhood.

About Deckard Cain:
Deckard Cain... Ormus has no time for the last son of the Horadrim. Pride led that holy Order to failure.

About Hratli:
Hratli suspects that Ormus is a mage. He can suspect whatever he wants, Ormus will not show him the true magic.

About Meshif:
For one who spends so much time away from home, Meshif has taken Kurast's corruption the hardest.

Paladin only:
The Church which you serve is corrupted by evil. Yet the holy disciplines it taught you may yet save us all.
This is a strange time for heroes, Ormus thinks.

Gossip (about Ormus):

From Alkor:
Oh, Ormus has been talking in riddles for years. I think he does it to cover up the fact that he's got nothing intelligent to say.

From Deckard Cain:
Judging from his dress and strange markings, I would guess that Ormus is from the ancient Taan mage-clan. Yet none of the others here seem to know that he is a sorcerer.
The Taan were once as powerful as the Vizjerei clan, but their studies were even more secretive. I wonder what he's hiding.
Ormus would like you to think him mad. Better to watch his actions than listen to his words.

From Hratli:
Ormus is a man of many mysteries. I sense strong magic about him, but he's never spoken of it to me.

From Meshif:
Trying to get information out of Ormus is like straining water from a rock. His damned riddles are almost as confusing as our current state of affairs.

From Natalya:
My Order has been keeping watch over Ormus for many years, now. He seems to champion the cause of good, but who knows what shadow lurks within his soul?

Act 4 Dialogues

Halbu

Greetings:

Goodbye.
Good to see you again.
Hail to you, champion.
Hello.
Of course.
Thank you.
Welcome, avenger.
What do you need?
Yes?
Your presence honors me.

Despite his near-Silence, Halbu is a very useful NPC. He sells a wide variety of armor and weapons, along with Bolts and Arrows. He also handles the repair tasks in Act Four.

Jamella

Greetings:

Goodbye.
Good to see you.
Good to see you again.
Greetings.
Hail to you, champion.
Hello.
Thank you.
Welcome, avenger.
What can I do for you?
What do you need?
Yes?

Despite her near-Silence, Jamella is a very useful NPC. She sells a few types of armor, while specializing in bows and magic-user weapons; staves, wands, and scepters. She also deals in potions of all types, and scrolls/tomes. Jamella is also the gambling NPC in Act Four, and the healer as well.
Jamella has an interesting at-rest animation. She reads from a book, concentrates for a moment, then sketches a glowing runic word in the air. Millions of Diablo fans have spent countless hours trying to decipher those letters, but the official word from Blizzard was that they don't spell anything. They're just some symbols one of the artists animated for Jamella; they aren't legible letters in English or any other language.

Hadriel

Dialogues:

Before completing Hell's forge quest:
Halt! Before venturing into Diablo's lair, go to The Hellforge with Mephisto's Soulstone.
Place the Stone on The Hellforge and use the Hellforge Hammer to destroy it.

After completing Hell's forge quest:
Proceed, hero, into Terror's lair.
Know that Diablo's innermost sanctum is hidden by five seals.
Only by opening each of these seals can you clear your way to the final battle.

Izual

Izual is a monster when your character first sights him. He must be defeated and destroyed to complete The Fallen Angel quest. Once he's been defeated his Spirit floats up from his corpse and hovers there long enough to deliver a grim speech:
Tyrael was a fool to have trusted me!

You see, it was I who told Diablo and his Brothers about the Soulstones and how to corrupt them. It was I who helped the Prime Evils mastermind their own Exile to your world.

The plan we set in motion so long ago cannot be stopped by any mortal agency. Hell, itself, is poised to spill forth into your world like a tidal wave of blood and nightmares.
You and all your kind... are doomed.
His speech completed, Izual fades away, leaving your character to deliver these glad tidings to Tyrael, who takes them about as well as can be expected.

Act 5

Anya

Greetings:

Can I help you?
Good evening.
Good morning.
Good morning, warrior.
Hello.
Hello, warrior.
What are your needs?
Yes?

Dialogues:

Introduction:
You have proven yourself a true hero to me and my people.
These are dark times, warrior. I hope you can bring an end to Baal's reign of Destruction.
Our Council of Elders is gone -- my father, Aust, among them. The one thing that keeps us from total despair is the promise of Vengeance against Baal.

Siege on Harrogath:

After Activation:
You've proven your skill at rescuing fair maidens...but how are you at killing vicious beasts?

Return:
Those demons have been out there since before your arrival. Can you do nothing to stop them?
Your task is a simple one, warrior. Find Shenk and destroy him.

Completion:
I was starting to wonder how long it would take you to stop those beasts.
Good job.

Rescue on Mount Arreat:

After Activation:
If those men are being treated like I was, you must find them. They won't survive much longer.

Return:
Well, you found me on the mountain; I'm sure you'll find them too.

Completion:
I'm sure those men appreciate the freedom you gave them...as much as I do.

Prison of Ice:
Anya is out of town during the initial stages of this quest. Obviously enough, since the object of the quest is to find and rescue her. But in any event, there's no way to talk to her about the quest until it's completed and she's returned to town.

Before Rescue:
Hero. Nihlathak did this to me!
If you've come to help me, my only hope lies with Malah.
Please...Tell her you've found me...

After Rescue:
Meet me in town! Hurry!

Completion:
Thank you, hero, for rescuing me.
To show my personal gratitude, I give you this. I had it custom-made for you by Larzuk.

Betrayal of Harrogath:

Activation:
Nihlathak told me he struck a deal with Baal to protect Harrogath. In exchange for the demon's mercy, the misguided fool plans to give Baal the Relic of the Ancients, our most holy totem!
Doing so will allow Baal to enter Mount Arreat unchallenged by the Ancients. I tried to stop Nihlathak, but he imprisoned me in that icy tomb.
Nihlathak must be stopped before he dooms the whole world. As much as I would love to strangle the life out of him, I'm afraid I haven't the strength.
You must go to his lair through this portal I've opened, kill him, and then bring back the Relic of the Ancients.
Stop Nihlathak from destroying what we have striven for eons to protect.

After Activation:
As noble as Nihlathak's intentions are, nothing can excuse his actions.

Return:
Nihlathak is a traitor! If Baal gets the Relic, he shall enter the mountain and wreak havoc there!
I cannot believe that Nihlathak would give the Relic to Baal in any kind of trade. He's truly insane if he believes that he can deal with the Lord of Destruction.

Completion:
You have stopped Nihlathak, but he didn't have the Relic! He must have already given it to Baal. Now, Baal will not be tested when he reaches Arreat's summit.
...Damn Nihlathak!
I do thank you for trying, though. Please, allow me to Honor your courage by magically inscribing your name onto an item of your choosing. It's the least I can do.

Rite of Passage:

After Activation:
You wouldn't have to test yourself against the Ancients if it weren't for Nihlathak's Treachery. He was a fool and deserves to suffer for Eternity.

Return:
Look. I must apologize.
I feel responsible for your current struggle. If I had only stopped Nihlathak from giving Baal the Relic, you would not have to fight those ghosts.

Completion:
You stand before me a worthy hero -- and on you rests the last hope of our people.
Bear it well, warrior.

Eve of Destruction:

Return:
Baal has blocked Tyrael from entering the Worldstone Chamber? This truly has become a battle against Hell.
Whether or not it was the Heavens' decree, this is your fight now -- your destiny.

Completion:
You have done the impossible, hero. Your defeat of the last of the three Prime Evils is a great victory for the Light.
Strange that you say that the Worldstone must be destroyed. The prophecies said nothing about that.
Perhaps all we have fought for will be lost...or perhaps we'll never need fight again!

Gossip:

General:
Now that the Elders are all dead, I don't know who will guide our people through this dark time. I was to be next in line after my father, but this burden is too great for me to shoulder alone.
We are a people of strong blood. I shall do what I can and let fate do the rest.
Baal's minions are not to be trifled with. In their bloodlust they will Sacrifice themselves to destroy you.
Many outsiders believe that the fantastic stories about our ancestors, the Ancients, are but fables. However, I believe that the Ancients were more than human -- that mankind has Fallen from what it once was.
When I was a child, the Elders told us stories about the mountain and its power...and how the Barbarian people are bound to it as protectors.
Baal is not just taking our land -- with every step he takes up the mountain, he takes a part of who we are as a people.
I am truly glad you are here, warrior. Perhaps things would be different now if we had asked for assistance from the neighboring kingdoms.
Our foolish, foolish Pride...
My father, Aust, was among those Elders wise enough to see that we would need outside help to deal with Baal's legions. He believed that this conflict would affect the entire world, not just our homeland. He said that Mount Arreat is as necessary to the world's survival as food and water is to our own.
I believe this to be true.
Our people believe that the Ancients protecting Mount Arreat have the power to stop Baal. Unfortunately, the Lord of Destruction has shown great power to undermine our Faith.

About Larzuk:
If Larzuk could sing or dance half as well as he smiths, he'd be married by now.
...Just look at those shoulders.

About Nihlathak:
Nihlathak was the last of our Elders, whose Charge it was to safeguard the mountain. He alone tried to guide us through the most desperate time in our history -- but he was just as helpless as the rest of us.
I cannot forgive his betrayal, but I can learn from it.

About Qual-Kehk:
Qual-Kehk's confidence in his abilities once bordered on arrogance, but in the early days of the siege, he was humbled by Baal. While he saved us from immediate Destruction, a third of our warriors were lost.
None felt those losses more than he. Though he may not admit it, your presence gives him hope, warrior.

Gossip (about Anya):

From Deckard Cain:
Ah, Anya. Such a fine example of feminine strength...
She reminds me of the Zakarum priestesses I knew in my youth. They don't take vows of chastity, you know.

Larzuk

Greetings:

Afternoon.
At your service.
Can I help you?
Evening.
Good day.
Good to see you again.
Morning.
What do you need?
Yeah?
You're back.

Dialogues:

Introduction:
I am Larzuk, the armorer. My ancestors were some of the finest craftsmen in Harrogath.
Regretfully, my supplies run lower with every passing day, yet the demons beyond the walls have not weakened.
I fear the time is near when I must put down my hammer and take up a sword, instead.

Amazon only:
So, you're an Amazon. I have heard rumors about your kind. Your unusual weapons could prove a challenge to my skills, but I'm prepared to meet it.
I am Larzuk, the armorer. My ancestors were some of the finest craftsmen in Harrogath.
Regretfully, my supplies run lower with every passing day, yet the demons beyond the walls have not weakened.
I fear the time is near when I must put down my hammer and take up a sword, instead.

Siege on Harrogath:

Activation:
If you're here to defeat Baal, you must prove it!
As we speak, Harrogath is under siege by Baal's demons. Catapults Rain Death just outside the town walls.
Baal himself travels up the sacred mountain, having left in Charge here one of his most vicious generals, Shenk the Overseer. A ruthless taskmaster, he lashes his own minions into suicidal frenzies on the battlefield.
If you wish to prove yourself to us, destroy the monster, Shenk, that commands those infernal catapults outside Harrogath.
If you manage to do this, return to me.

After Activation:
Uh...Did I mention there were catapults?

Return:
What's the matter, hero? Questioning your Fortitude? I know we are.

Completion:
You're an even greater warrior than I expected...Sorry for underestimating you.
As a token of my appreciation, I will craft sockets into an item of your choosing, and from now on, you'll get the best price for all my wares.

Rescue on Mount Arreat:

After Activation:
I crafted the swords and armor for Qual-Kehk's men. They were like brothers to me. I can't imagine the pain they must be suffering.
Save them if you can!

Return:
As a kid, I used to play soldier among the barricades on the mountain. There's no easy way through that maze of walls.

Completion:
Since your arrival, Cain has spoken of your deeds in the Southern Kingdoms, defeating both Mephisto and Diablo. At first, I scoffed at his tales, but I'm finding them more believable with every passing day.

Prison of Ice:

After Activation:

Anya is an amazing alchemist, especially for her young age. As long as I've known her, she's never let anything stop her from pursuing what she believed in.
I wouldn't doubt that Nihlathak is involved. Ever since her father died, they haven't gotten along.

Return:
As the daughter of Elder Aust, Anya is the only person, besides Nihlathak, who has any real knowledge of Mount Arreat's secrets. I'd hate to see our fate in the hands of Nihlathak alone.

Return (after finding Anya):
Poor Anya! I should've known Nihlathak was a traitor...
If you find him alive, kill him for me!

Completion:
I never liked Nihlathak, but I never suspected that he'd betray us! I just can't understand how an Elder could do such a thing.

Betrayal of Harrogath:

After Activation:
Now, rescuing Anya -- that's good. Talking to me while Nihlathak hands over the Relic to Baal -- uh...that's bad!

Return:
...What's there to talk about?
Kill Nihlathak!

Completion:
Hmmm...What does Baal plan to do inside Mount Arreat?

Rite of Passage:

After Activation:
Every night, I've prayed to the Ancients to bring us Peace...and now you must fight them.
Huh...Who shall I pray to now, warrior?

Return:
You've walked on the Burial Grounds of our greatest ancestors. I'm not sure whether I should bow before you or revile you for committing sacrilege.
Tread lightly when you walk with gods.

Completion:
The Ancients have honored you, and in turn, so do we. I have no remaining doubts about you, now.

Eve of Destruction:

Return:
I may be just an armorer, but I know this... Baal plans to destroy the world with the secrets contained in that mountain. It doesn't take a genius to know he has to be stopped.

Completion:
The Ancients themselves will envy our songs about you.
Please, don't forget about us! Farewell, my friend.

Gossip:

General:
Has that infernal howling been keeping you awake at night, too? Some think it's the howling of animals, but those sounds don't come from any Beast I've ever known.
Demonic forces have been using our own towers and barricades against us. You know, it would be wise to cut the demons down in the open before they can mount those fortifications.
Legend has it that the top of Mount Arreat is guarded by the spirits of our ancestors. Though our people are forbidden to climb to the mountain's summit, some foreign travelers have made the attempt.
None have ever returned.
This is a lively town during our victory celebrations. We Barbarians train long and hard from childhood to become warriors, and we celebrate with equal fervor.
You didn't happen to bring along any ale to trade?
Every day, one of my friends dies fighting outside the town walls, while I tend my anvil here unscathed. If only we didn't need weapons so badly, I could be out doing my share of the fighting.
Good luck to you, warrior.
Just so you know...The Gold you pay me doesn't line my pockets. Much of it goes to buy the raw metal I need to melt down for weapons and armor. The rest -- well, all I can spare -- goes to Malah and Qual-Kehk for other supplies.
About Nihlathak
Nihlathak's despair is infectious -- and his behavior does not befit an Elder of his stature. I think we'd be better off without him.
About Qual-Kehk
I've offered Qual-Kehk my ideas on how to break the siege, but he dismisses them. Is it because I lack scars of battle, or does he think I'm a couple Arrows short of a quiver?

Amazon only:
I've heard that you Amazons excel at killing from a distance. From what I've seen, that's the best way to deal with Hell's minions.
Are all of your kind so...big?
Why did you ever leave your beautiful islands to come to this frozen battleground? Perhaps if we both survive this, we'll travel back there together.

Gossip (about Larzuk):

From Anya:
If Larzuk could sing or dance half as well as he smiths, he'd be married by now.
...Just look at those shoulders.

From Deckard Cain:
It is fortunate that this town has such a talented smith.
The quality of Larzuk's work surely complements your skills. In fact, he would have been quite welcome amongst the Horadrim.

From Malah:
Larzuk possesses a good soul, but at times his mind seems quite unsound.
He once asked me for twenty of my finest sheepskins. He said he would fill them with hot air and float like a cloud above the battlefield to spy on Baal's legions!
I worry the siege has driven him mad.

From Qual-Kehk:
Larzuk is a talented blacksmith, but his head is full of some strange ideas.
Just the other day he came to me with a plan to break the siege. He wanted to fill large pipes with exploding powders and Steel balls, then...Well, like I said, strange.

Malah

Greetings:

Good afternoon.
Good evening.
Greetings hero.
Hello.
How may I be of help?
Salutations.
The morning comes.
Your presence is welcome.

Dialogues:

Introduction:
I, Malah, welcome you to Harrogath, the last stronghold of Order on Mount Arreat. You have come to the right place if you intend to defeat Baal the Lord of Destruction.
Baal has laid waste to our mountain and its denizens. His minions continue to attack our town, while Qual-Kehk and his men have proven helpless to stop them. Baal is still out on the mountain looking for something -- but I know not what.
All of the Elders, save Nihlathak, sacrificed themselves to place a protective Ward around Harrogath.
Some of us here, certainly Nihlathak, do not appreciate your presence. We are a proud people, and it is not easy for us to accept aid. I, however, am glad you are here.
If you need healing or a potion, please come to me. See Larzuk for weapons, armor, and repairs. Nihlathak, despite his disposition, may be of some assistance with other wares. Finally, Qual-Kehk, our Man-At-Arms, leads Harrogath's remaining forces against Baal.

Barbarian only:
You have traveled far only to return home to us, Barbarian. Ohh...Much has happened in Harrogath since you left. Our homeland is hardly recognizable with so much evil about.
Yet, I've managed to survive so far. You've seen your share of suffering as well, I'm sure. Seeing you again -- alive -- does my heart good. I shall pray that you can help us out of this hell.
Baal has laid waste to our mountain and its denizens. His minions continue to attack our town, while Qual-Kehk and his men have proven helpless to stop them. Baal is still out on the mountain looking for something -- but I know not what.
Nihlathak is the last survivor of the Council of Elders, but I'm afraid he has not been himself lately. The other Elders sacrificed themselves to place a protective Ward around Harrogath. If Nihlathak is curt with you, it is because he feels responsible for our situation. He does not relish sending more of our people out to die.
So much has changed since you left that I see little hope for us in this life.
If you need healing or a potion, please come to me. See Larzuk for weapons, armor, and repairs. Nihlathak, despite his disposition, may be of some assistance with other wares. Finally, Qual-Kehk, our Man-At-Arms, leads Harrogath's remaining forces against Baal.

Sorceress only:
A Sorceress...Here in Harrogath?
There was a time, child, when I thought I was destined to follow your kind's path. However, my powers never developed beyond the simplest of spells. Although I can heal almost any wound with time and energy, there is little I can do to help against Baal.
But enough of that...I spend too much time in reflection and have forgotten my manners.
I, Malah, welcome you to Harrogath, the last stronghold of Order on Mount Arreat. You have come to the right place, if you intend to defeat Baal the Lord of Destruction.
Baal has laid waste to our mountain and its denizens. His minions continue to attack our town, while Qual-Kehk and his men have proven helpless to stop them. Baal is still out on the mountain looking for something -- but I know not what.
All of the Elders, save Nihlathak, sacrificed themselves to place a protective Ward around Harrogath.
Some of us here, certainly Nihlathak, do not appreciate your presence. We are a proud people, and it is not easy for us to accept aid. I, however, am glad you are here.
If you need healing or a potion, please come to me. See Larzuk for weapons, armor, and repairs. Nihlathak, despite his disposition, may be of some assistance with other wares. Finally, Qual-Kehk, our Man-At-Arms, leads Harrogath's remaining forces against Baal.

Siege on Harrogath:

After Activation:
Qual-Kehk and his men have been fighting to break the siege for some time. Where many have failed, you may succeed.

Return:
This may not be very encouraging, but you have fared better than the others who passed through those gates.
In regards to Shenk the Overseer, remember: a general is nothing without his men.

Completion:
Oh...At last, the siege is ended. You truly are an angel.
I thank you.

Rescue on Mount Arreat:

After Activation:
Qual-Kehk's men have been imprisoned for some time. They are certain to be tired and weak.
You must protect them once you free them.

Return:
Soldiers who made it back told of a system of barricades placed among the mountain passes. They said that is where the prisoners are held.

Completion:
You have inspired the people in this town -- not only those you rescued, but those you've helped in other ways as well.

Prison of Ice:

Activation :
There is a matter which I hesitate to share, but I believe you are the only one who can help me now.
Anya, the young alchemist and daughter to one of our slain Elders, has been missing for some time. She is a strong, crafty woman with a Spirit like no other.
One night, just before your arrival, I overheard her and Nihlathak arguing about her father's Death. The next morning she was gone.
Nihlathak has his own tale as to where she went and why. Don't believe him! I fear he is at the root of her disappearance.
Please, if you can, search for Anya and bring her back to us. She'll know what to do about Nihlathak.

After Activation:
When you talk to Nihlathak, be careful. There is no telling what he will say or do.

Return:
If it were anyone else, I would assume her dead. However, Anya is not so easily beaten. I know she must be alive.

Return (after finding Anya):
So! That snake Nihlathak was behind Anya's disappearance...and he trapped her with a freezing curse.
Here. Take this potion to Anya and give it to her. That should release her.

Completion:
Thank you so much for bringing Anya back to us. I have devised this spell to increase your resistances as a token of my thanks. I know it isn't much, but I hope you find it helpful.
Please go talk to Anya. She has urgent news concerning Nihlathak.

Betrayal of Harrogath:

After Activation:
My worst fear has come true. Nihlathak has gone mad.
You must stop him, before he gives the Relic to the Lord of Destruction!

Return:
Nihlathak was never the kindest man. But for him to betray the whole world...
Ahh...Where shall his soul finally rest?

Completion:
So, the Relic is lost. Do not dwell on failures past. It is your future that matters more.

Rite of Passage:

After Activation:
By reaching the summit, you cease being just a simple warrior. When you come back, you will be far more.

Return:
Do not doubt yourself. I believe you are worthy to pass through the Ancients' gates, but you must believe, as well.

Completion:
I knew the Ancients would find you worthy of Mount Arreat's secrets. Now, stop Baal before he destroys all that is sacred.

Eve of Destruction:

Return:
You knew it would eventually come down to this. Kill Baal! Finish the game!

Completion:
If Tyrael says the Worldstone must be destroyed, then it must. We cannot let Baal's corruption prevail!
The world will change, true -- but who is to say it isn't for the better?

Gossip:

General:
Though once considered shelter by our people, the Ice Caves offer no refuge from the dark horde. There are creatures there that will freeze your heart before feasting upon it.
On the battlefield, turning your back on even the dead is unwise.
This battle plays mind tricks on our warriors. Those fortunate enough to have returned from the mountainside claim to have seen angels in flight.
Fly they might, but that certainly does not make them angels.
Perhaps you have heard the accounts of my son's horrible Death at the hands of Baal's minions. He was my last living child...
The Oath of compassion I have taken as a healer extends only to humankind.
Cut them down, warrior. All of them!
The catapults are infernal machines made of demon flesh fused with Steel.
Be wary of them.
Be cautious, warrior.
Though I am an experienced healer, resurrection is beyond my powers.
I pray for the day when the fields are covered in snow unstained by the blood of our own. Perhaps that day will come soon...Perhaps never...
Oh...But I forget myself. How may I aid your quest?
Your Gold is most helpful. Medical supplies for our wounded are scarce and very expensive.
When we can find a supplier, oh, we must pay dearly for what we need.
With the exception of Qual-Kehk, the townspeople do not see what I see -- the massacre we face.
Our bravest, strongest heroes hobble back to me begging for help. I do what I can -- healing and bandaging some, preparing the others for what lies beyond.

About Larzuk:
Larzuk possesses a good soul, but at times his mind seems quite unsound.
He once asked me for twenty of my finest sheepskins. He said he would fill them with hot air and float like a cloud above the battlefield to spy on Baal's legions!
I worry the siege has driven him mad.

About Qual-Kehk:
Qual-Kehk is a worthy leader, but the losses have borne heavily upon him. He is only impatient because he judges the worth of a warrior by action, not words.
You must prove yourself worthy of his trust.

Barbarian only:
I know you and my son, Bannuk, did not part on the best of terms. He did not understand the wanderlust that drove you to leave your homeland. However, even though Bannuk could never admit it to me, as he grew older I could see that same desire in his eyes.
Oh...It's a pity I didn't encourage him to go with you. He might still be alive today.

Sorceress only:
I'm aware of the amazing magical powers a Sorceress can channel. If we survive Baal's Wrath, I would be most honored if you could demonstrate and perhaps teach me something of what you know.
I may be old, but I'm not dead.

Nilhatak

Greetings:

Be quick about it!
Hmm?
Surprised to see you.
What!
What is it?
Yes?

Dialogues:

Introduction:
Well, well. The siege has everything in short supply...except fools.
Why would you seek this place, stranger? Are you a vulture come to loot the bodies of our Fallen warriors?
Regardless, this is no place to make a name for yourself. The mountain is ours to protect. It is only a matter of time before Hell's legions are routed.

Assassin only:
Well, well...An Assassin!
Heh, heh...While I am sure we are all grateful for your presence in our troubled town, you need not have made the journey.
I can personally say that your skills are not required here. You would serve your clan better elsewhere.

Necromancer only:
Ahhh, a Necromancer.
While I admire your courage in seeking out the darker side of magic, we really have little need of your skills. The battle will turn soon enough without your meddling.
Yet, I should have expected to see your kind here. You are like a moth to the flame -- drawn to all this Death. It feeds you in more ways than one, does it not?

Siege on Harrogath:

After Activation:
After so many have died, who are you to think you can accomplish what our proud warriors could not?

Return:
What are you still doing here? I thought you were going off to die.
Go...Be quick about it.

Completion:
Ending the siege does not earn immediate respect, outsider.
Respect only comes with Sacrifice -- something I'm sure you know nothing of.

Rescue on Mount Arreat:

After Activation:
You have proven you can take life, warrior, but can you save it as well?

Return:
Did you ever stop to think why these demons are capturing Qual-Kehk's men? Why they are attacking us? Have you considered what Baal wants with the mountain?
No. You've not. You have no idea what you are dealing with.

Completion:
So. You brought the lost sheep home to the shepherd. Well done.

Prison of Ice:

After Activation:
Anya! Who have you been talking to? Likely it was that meddling Malah.
Well, I'll tell you what really happened. Anya came to me for guidance, after receiving a vision that her mother and younger brother were trapped in the lands beyond the Ice Caves. She had decided to go rescue them.
I told her that her quest was a foolish one and that she would be safer staying within the city walls. However, she is a willful girl and would not listen to me.
The next morning, she was gone. No one is more distraught than I over losing her.
However, if you feel the need to be Malah's errand child, I won't try to stop you.

Return:
Look, I've told you! She's dead! If you knew what was good for you, you'd Concentrate your efforts on saving Harrogath -- not on lost causes like Anya.

Gossip:

General:
The demon hordes have grown powerful beyond measure, aided by our foolish mistakes. But I may have found a way to correct those mistakes...
Oh yes...I remember our warriors as children. Malah would set their broken bones and give them powders for their fevers. Now, they return to her with wounds that will never heal.
I am tired...Please...leave me.
If you have nothing useful for me, be on your way!
Anya's father was my good friend. There are so many to mourn...I have no time for you!
I have long been criticized, but especially of late -- since the deaths of my fellow Elders. Through it all, I have learned one thing. Each man must do what's right, no matter what others may think.
The Council of Elders always believed itself prepared for the coming of the Three. Obviously, we were not prepared enough.

About Qual-Kehk:
Qual-Kehk is useless. He has blindly sent our warriors to their deaths, assuming Baal's legions would fight as men do. Of course, everyone knows they do not.

Assassin only:
If you're looking for cases of treacherous magic, Assassin, take a hard look at Larzuk. He was the only one in town who escaped the Red Fever last spring. He claimed his good fortune was due to 'hand washing' before meals.
Hmmm...Very suspicious...

Necromancer only:
Why would you seek this place, stranger? Are you a vulture come to loot the bodies of our Fallen warriors?
Regardless, this is no place to make a name for yourself. The mountain is ours to protect. It is only a matter of time before Hell's legions are routed.

Gossip (about Nihlathak):

From Anya:
Nihlathak was the last of our Elders, whose Charge it was to safeguard the mountain. He alone tried to guide us through the most desperate time in our history -- but he was just as helpless as the rest of us.
I cannot forgive his betrayal, but I can learn from it.

From Larzuk:
Nihlathak's despair is infectious -- and his behavior does not befit an Elder of his stature. I think we'd be better off without him.

Qual-Kehk

Greetings:

Afternoon.
Can I help you?
Evening.
Morning.
Quickly, traveler.
What is it?
Yes?
Yes, warrior?

Dialogues:

Introduction:
I am Qual-Kehk, the Senior Man-At-Arms of Harrogath.
You have the look of a warrior...An extra soldier will be useful. But don't expect anyone to mourn if you get yourself killed.
Baal is true to his namesake. He has ravaged through our lands like a merciless Plague.
The protective Ward laid down by our lost Elders helps hold the evil at bay, but Baal's siege has taken its toll all the same.
Most of my men are now dead. Others are trapped in the mountain passes.
But I swear we are not beaten yet! We will fight to the end to protect this mountain!

Druid only:
A Druid in Harrogath! Have things truly come to this?
After the Mage Wars, I assumed Druids would never be seen in Harrogath again. You take a big chance coming here!
To be honest, I have never been comfortable with your shape-shifting kind, but I do respect your search for balance and Peace. So, if you trust us enough to enter our gates, I trust you enough to let you stay.
I am Qual-Kehk, the Senior Man-At-Arms of Harrogath.
You have the look of a warrior...An extra soldier will be useful. But don't expect anyone to mourn if you get yourself killed.
Baal is true to his namesake. He has ravaged through our lands like a merciless Plague.
The protective Ward laid down by our lost Elders helps hold the evil at bay, but Baal's siege has taken its toll all the same.
Most of my men are now dead. Others are trapped in the mountain passes.
But I swear we are not beaten yet! We will fight to the end to protect this mountain!

Paladin only:
A Paladin! I have long heard of your people.
As a young warrior I even considered the pilgrimage to Kurast. But I was younger then and foolish. My place has always been here -- protecting Harrogath, and Mount Arreat with it.
I am Qual-Kehk, the Senior Man-At-Arms of Harrogath.
You have the look of a warrior...An extra soldier will be useful. But don't expect anyone to mourn if you get yourself killed.
Baal is true to his namesake. He has ravaged through our lands like a merciless Plague.
The protective Ward laid down by our lost Elders helps hold the evil at bay, but Baal's siege has taken its toll all the same.
Most of my men are now dead. Others are trapped in the mountain passes.
But I swear we are not beaten yet! We will fight to the end to protect this mountain!

Siege on Harrogath:

After Activation:
About to face Shenk the Overseer and stop the siege, are you? You should ask Malah to perform your last rites before you go, stranger.

Return:
So, you still live. You're either quick or a coward.

Completion:
So...You managed to stop the siege.
You are more powerful than I gave you credit for. You have rightfully earned my respect.

Rescue on Mount Arreat:

Activation:
My concerns have turned to my men taken prisoner on the battlefield by Baal's demons. I hate to think what's happened to them.
As you journey up the mountain, keep your eyes open for my soldiers and bring them back to me if you can.

After Activation:
Those of my men fortunate enough to escape on their own told me that they were held captive in the highlands and plateaus.

Return:
They say that discretion, not procrastination, is the better part of valor.
Return (after freeing the first men)
More of my men are still alive out there. I am certain of it!
Find them. Free them from their cages and bring them back to me.

Completion:
Thank you for rescuing my men. They have spoken well of your bravery in battle. Perhaps there is hope for us after all.
If you wish, you may hire some of my mercenaries that you saved. And please...take this set of runes. I had been saving them for a socketed shield, but I think you'll make better use of them.
Be sure to set them in the right order for their fullest effect.

Prison of Ice:

After Activation:
Anya's father, Aust, was our wisest Elder. He was killed along with the other Elders who erected The Ward that protects this city. The Ward has kept Baal's demons out of Harrogath, but at a costly Sacrifice.
Nihlathak, on the other hand, was the only Elder to escape the demons. Somehow, he alone managed to find Sanctuary, while the others died around him.
Ever since that day, Nihlathak and Anya have been at odds.

Return:
It seems like everyone feels Nihlathak played a part in Anya's disappearance.
Why would he do such a thing?

Return (after finding Anya):
The snake has slipped our grasp! While you were gone, Nihlathak disappeared.
I'll bet Anya knows how to track him down.

Completion:
Your rescue of Anya was quite an accomplishment.

Betrayal of Harrogath:

After Activation:
I saw Nihlathak leave town just before you found Anya. He must be held accountable for his criminal deeds.
Find him and bring him back, if you can. Likely, he won't come willingly, and you'll be forced to kill him.
So be it.

Return:
My advice is to go in quick and hit hard. Nihlathak can't be half as tough as the beasts you've faced out there.

Completion:
Nihlathak was a vile demon that shall find his home among the tortured minions of Hell!
You battled the Darkness without fear. I laud your skill and courage.

Rite of Passage:

Activation:
Every time I hear of you, warrior, your deeds become more legendary.
But take heed. You are approaching the very summit of Mount Arreat. I have never dared venture there. It is sacred -- our most holy place. The legends say it is guarded by the Ancient Ones, who block the path of all who are unworthy.
Your reputation here does not matter...It will be the Ancients who determine your worthiness.
Good luck.

After Activation:
The Ancients are not our enemies. Remember that! They are our ancestors -- our gods.

Return:
I warned you!
The Ancients are not like the demons you're accustomed to fighting.

Completion:
Besting the Ancients in battle is a mighty feat indeed. I hope this means you're ready to battle Baal.

Eve of Destruction:

Return:
You have ventured to a place beyond legend. You rush to face an evil few can even imagine.
Be careful, my friend, and may the Light watch over you.

Completion:
The Destruction of the Worldstone does not bode well for our world. But I'll try not to worry...
After all, we have warriors like you fighting for us and for the Light.
Farewell!

Gossip:

General:
The Death of Malah's son was a great tragedy. He was our finest archer.
While leading a successful campaign against Baal's forces, he was impaled on a demon's Spear. The wound was such that...Well, even Malah herself acknowledges that quick Death was a blessing.
We have lost many well-trained warriors to Baal's siege machines. Their range is great. Though, they are vulnerable if you close the distance quickly enough.
Baal's legions seem countless, but slaying their commanders takes some of the fight out of them.
Early on, parties of our best scouts were ambushed by demons that spawned from the very air around them. Survivors often mentioned a strange creature floating in the distance.
Perhaps taking it down could prevent some nasty surprises.
This is unlike any battle I have ever fought. While we ration food and water, the demon hordes feast nightly on the flesh and blood of our dead.
Our Elders were wise leaders in more peaceful times, but now the survival of our people has Fallen to me. My men and I will fight to the Death, but there's no way to ensure the outcome.
I used to believe that nothing could break through our guard and assault the holy mountain. I know now that I was horribly mistaken.

About Larzuk:
Larzuk is a talented blacksmith, but his head is full of some strange ideas.
Just the other day he came to me with a plan to break the siege. He wanted to fill large pipes with exploding powders and Steel balls, then...Well, like I said, strange.

Druid only:
Harrogath has great need of your powers, noble Druid. However, in the face of this supernatural onslaught, are your natural powers up to the task?

Paladin only:
It would be an Honor to have a warrior of the Light fighting side-by-side with my men.
I can see your Faith gives you great strength, Paladin, but don't expect it to keep you out of harm's way.

Gossip (about Qual-Kehk):

From Anya:
Qual-Kehk's confidence in his abilities once bordered on arrogance, but in the early days of the siege, he was humbled by Baal. While he saved us from immediate Destruction, a third of our warriors were lost.
None felt those losses more than he. Though he may not admit it, your presence gives him hope, warrior.

From Larzuk:
I've offered Qual-Kehk my ideas on how to break the siege, but he dismisses them. Is it because I lack scars of battle, or does he think I'm a couple Arrows short of a quiver?

From Malah:
Qual-Kehk is a worthy leader, but the losses have borne heavily upon him. He is only impatient because he judges the worth of a warrior by action, not words.
You must prove yourself worthy of his trust.

From Nihlathak:
Qual-Kehk is useless. He has blindly sent our warriors to their deaths, assuming Baal's legions would fight as men do. Of course, everyone knows they do not.
7
User avatar

Teebling 9709Admin

RotW Warlock Europe PC
Nice one @Fellowship! Great to have all this Lore related material in one place :)

7
OP
My pleasure @Teebling I was so fed up with this project quite frankly, it was quite tedious because I needed to add ':' next to every dialogue lines and space them properly. Very glad its all over now hah!

In the future, I will try to find sprites of every NPC'S and add them under their name so it looks super great.
7
User avatar

Teebling 9709Admin

RotW Warlock Europe PC
Fellowship wrote: 5 years ago
Very glad its all over now hah!
:lol:
Fellowship wrote: 5 years ago
In the future, I will try to find sprites of every NPC'S and add them under their name so it looks super great.
I'll be able to provide you those when the NPCs entries are made.

7
OP
I'll be able to provide you those when the NPCs entries are made.
Excellent !
7
@Fellowship

Do you have any plans for all the quotes from the heroes before/after quests?
7
bump for Warlock :)
7
User avatar

vued 1655

Resurrected Sorceress Europe PC
Shupershuff wrote: 5 months ago
bump for Warlock :)
Warlock uses the standard texts, doesn't he?

Playing HC SSF right now.

Hell completed: Sorc, Druid, Paladin, Ama, Assa, Necro, Barb
Iron Man (Paladin): Nightmare A1
7
Warlock uses the standard texts, doesn't he?
I haven't seen anything non-standard when talking to NPC's but there are Warlock specific dialogues for quests
7
User avatar

BigD 511

RotW Paladin Americas Switch
I didnt think there was any class specific NPC dialogue for any post LoD characters (i.e. Assassin, Druid, Warlock). Someone clarify or correct me if I'm wrong there. As far as I can recall I haven't come across any either.

HCL nintendo switch
6276-3649-1595
Bnet: CoralViper#114373
7
Shupershuff wrote: 5 months ago
Warlock uses the standard texts, doesn't he?
I haven't seen anything non-standard when talking to NPC's but there are Warlock specific dialogues for quests
Entering into Arcane Sanctuary, Warlock says something along the lines of "Is this what's left of Horazon's mind and knowledge?"

Burning out in the Burning Hells since 2004.
9

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