Diablo 4 -- Fan-Made "What If?"

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Hello, all! Though I quickly lost interest in Diablo 3, I kept it close to my heart simply because it's part of one of my favorite game franchises of all time. I return to Diablo 3 from time to time, to re-experience the joy of slaughtering demons in droves, and... well, that's about it. Give me some demons to slaughter, and I'll be satisfied.

Anyway, I wondered for the longest time about a possible expansion to D3, and then I started wondering: What if there was a Diablo 4? So I decided to try my hand at creating Diablo 4. Mind you, this is all roughly a nut shell, but this is what I dream of...

Diablo 4


Long ago, a schism in the High Heavens severed the bonds of the Angiris Council, inducing calamity all across the four horizons. While the holy realm struggles to regain order, the Burning Hells once again storm Sanctuary. The legendary heroes of the past, while unforgotten, live no more. But when Sanctuary teeters on the brink of extinction, new heroes emerge from the bloodbath with great power at their beck and call, and all the fury of mankind in their hearts. Tirelessly, these new heroes sweep across Sanctuary, eradicating humanity’s defilers with one great push, sending the demonic army, piece by piece, into a screaming plummet back to the Burning Hells, until the leader of the army makes his (or her) appearance.


Warlord (reminiscent of Diablo 2’s Barbarian / Diablo 1’s Warrior)

Cleric (reminiscent of Diablo 1: Hellfire’s Bard / Diablo 3's Monk)

Enchanter (reminiscent of Diablo 2’s Sorceress / Diablo 3’s Wizard)

Reaper (reminiscent of Diablo 2’s Necromancer / Diablo 3’s Demon Hunter)

Artisan (reminiscent of Diablo 1’s Rogue / Diablo 2’s Assassin / Diablo 2’s Amazon)

Expansion Classes

Hellborne (reminiscent of Diablo 2’s Druid / WarCraft 3’s Demon Hunter)

Seraph (reminiscent of Diablo 2’s Paladin)

Acts and Locations (Rough)

Act I: It’ll take place on the Skovos Isles – mankind’s final safe-haven – located south-southwest of the mainland territories, which are now widely occupied by the Burning Hells’ armies. It becomes clear right away that you, the player, are a Nephalem with a body, mind, and soul unhindered by the Worldstone, as it no longer exists. With the encroaching demon armies pushing across your borders, you’ve no choice but to throw yourself into the great bloodbath that awaits.

Act II: Having overcome one of the lesser Generals of the Burning Hells, you lead your people to the mainland. However, this is where you get to choose where to go for Act II. Will you travel to the Torajan Jungles, of the eastern side of the continent? Or will you travel to Kingsport, located on the western side? Depending on your choice, you will face whatever demonic General awaits you next on that side of the continent (while your Nephalem comrades take the other side by default, so the story goes) at the end of Act II.

Act III: If you chose to go to the Torajan Jungles on the eastern side of Sanctuary, you will have seen Viz-jun and the Sea of Light, Ureh in ruins, and you’ll have taken temporary refuge in Kurast before traveling northward past Gea Kul (destroyed), through Caldeum (where the General in Act II awaited you), and are now at the edge of the Borderlands, where you establish a vanguard before traveling on across the Dry Steppes, toward Scosglen.

If you chose to go to Kingsport, you made it to Duncraig before you were ambushed by powerful demons from Westmarch and Bramwell in the northwest. In the battle, you lost all of the people you were leading. You took heart, however, knowing that they died for a good cause, as you trekked on through the bloodstained battlefields past Tristram, across the Tamoe Mountains, and up to Ivgorod, where you will spend Act III besting the archdemons in the Dreadlands.

No matter what side you chose, a powerful Act III boss awaits you at the end.

And if you play online with friends, you can use a special magic stone to transport you to your fellow Nephalem’s side, on the other end of the continent.

(Continued in next post)
Act IV: Whatever side you chose, you end up on Xiansai, island north of the mainland. This was once the home of the Wizards; now, it is nothing more than a brand new spire for the endless evils of the Burning Hells. The demon Generals seek to use the ancient research of the Xiansai people in an attempt to forge a new Worldstone, to subjugate all of Sanctuary – starting with the Nephalem.

You meet each and every demon General head-on in combat, and annihilate them all. But the Generals were just the beginning of the true battle; for Diablo, the Lord of Terror, has long slept here, dormant in the body of a Xiansai boy believed dead years before. With all the power of the Xiansai wizards’ research, Diablo opens a two-way portal to the Burning Hells, where oceans of demons spill into Sanctuary as restlessly as a bloody sea in a fiery tempest, crashing upon the rocky shore and tearing the world to pieces.

Bolstered by the wizards’ ancient magic, Diablo bears down on you in his true form.

You are in for one Hell of a fight.
More information about the classes:

Warlord: A headstrong master of arms and melee combat, and an adept at nearly all other forms of weaponry, hailing from the Islands of Skovos. The Warlord's bravery, cunning, and ferocity in battle is unmatched by any, and feared by all. They say the only time he draws his weapon is to wash it with either blood or cleaning agent.

Brief Appearance Description: A broad-shouldered man well-over six feet in height. His muscular build makes him appear barbaric to the core. He has long, dark hair and a full beard. His starter appearance is shirtless, dark leather trousers, and thick boots.

Cleric: She's a holy woman from the last renowned bloodlines of Westmarch. She senses something is amiss in the sky. As the demonic armies of the Burning Hells wash across Sanctuary, she sets out to exorcise them all from the land with her divine song, wizened mind, and heart of justice. The Cleric relies on a mix of her holy voice and staff-fighting skill to destroy evil. She has the power to heal, bless, and protect herself and her allies with her magic song, as well as scorch demons, undead, and otherwise hostile enemies with light from the High Heavens, and inflict killing blows with her staff.

The Cleric is the only class that does not require an identification scroll or a town portal scroll to identify magic and unique items, and return to town.

Brief Appearance Description: Youthful in appearance, she dons silvery-white locks. The predominant shade of her outfit is white, with hints of black, gold, and azure decorated throughout as she acquires stronger armor on her journey. Her starter appearance is a simple white cloth tunic which extends to the point just above her knees. Eventually it'll become a a leather outfit, and finally a white robe reinforced with chain mail.

Enchanter: Not all refugees from Caldeum survived their flight south from the demons that poured in from the north. They say that, in war, the lucky ones die first. But from what the Enchanter has seen, that couldn't be further from the truth. He's a man with heritage from two nations: his mother, from Xiansai, and his father, from Caldeum itself. Naturally gifted in the powers of arcane, the Enchanter honed his skills at calling upon the four elements: ice, fire, wind, and earth; as well, he delved deeper and discovered spellwork his mother kept secret from the world: blood magic, at the cost of his own vitality.

With the power of the elements and his own lifeforce, the Enchanter wreaks havoc across the battlefield, storming the demonic legions with powerful windstorms, shaking them with massive earthquakes, burning them away with starving fires, and death-freezing them with absolute zero temperatures; while at the same time, he drains away their life force to replenish his own, while using that same lifeforce to cast forbidden spells.

Brief Appearance Description: He favors the color red, because red is the color of his blood, and blood is what he needs to cast his mother's forbidden spellwork. His starter outfit isn't quite as dainty as the Cleric's, though it gives off the sense that he is more fit for fighting at a distance, rather than moving close to his enemies the way the Cleric does. His hair is short and blonde, and he has more of a five o-clock shadow than a full beard like the Warlord.

Reaper: A man whose face is always unseen. All that's known of him is whence he came, and that he uses frightening power to obliterate his enemies. He came out of the Aranoch Desert with a long-shafted scythe resting upon his shoulder, the crescented blade stained with the blood of something foul. He's been seen standing over the cadavers of demon and human alike, conducting strange, dark rituals. When affronted by wild beasts, he's been witnessed blasting fires and other vorpal magics blacker than night out of his gloved palm, instantly turning the predators to shivering skeletons that, seconds later, keeled over and died.

The Reaper is believed to be a necromancer in disguise. However, anything he's slain and left mangled in his wake never moves again.

Brief Appearance Description: His starter outfit is a black, hooded cloak, with a white mask obscuring his face. No skin shows; he wears black full-sleeved leather on top and bottom. Eventually his outward appearance will look more "death-like" as he acquires heavier armor.

Artisan: The mountains of Ureh were never quite the same, when the demons came bearing destruction. The Artisan was the only survivor of the onslaught, thanks to his quick reflexes and trickily built traps. As a marksman, the Artisan can put a hole between any demon's eyes. As a builder, the Artisan's ability to invent new contraptions goes a long, long way in this war. Playing the Artisan requires a strategic approach to battle.
Artisan (continued): Life can get dangerous if enemies come too close to the Artisan in a fight. His traps are designed to keep enemies at bay, ranging from venom splashes and sudden lethal injections to electro-nets and fire pits, turrets that spray ice and shoot darts, and even a giant slingshot that fires boulders into whole legions of enemies, decimating them upon contact. If traps don't do the trick, the Artisan can always turn to his bow, crossbow, or javelins.

Brief Appearance Description: The Artisan has a very... blacksmithy look to him. He wears a hauberk-length leather vest that's studded with various metals he's created. The higher level of armor he equips, the more he accessories appear on his person, such as work tools like hammers and small picks, strapped to his belt. His hair is scraggly, and he wears thinly framed specs.

Hellborne: You wouldn't want to be seen alone with her anywhere. She's an Enchantress who delved too deeply into dark magics, so much so that she sacrificed her humanity for the sake of unimaginable power. Unlike those weak Nephalem cowards who came before her, she chose to use all the might of the Burning Hells against the Lord of Terror, and even dared to challenge Diablo for his title of Prime Evil.

The Hellborne possesses superior physical strength and defense, like the Warlord, with her broad selection of demonic transformations. She relies mostly on shapeshifting to do battle, as she has an appropriate form for whatever style of fighting you specialize in, be it magic, ranged fighting, or up close and personal melee. Rarely does the Hellborne remain in [what's left of] her natural human form; but don't worry, she has some very useful spells as a human, too.

Brief Appearance Description:

Human Form: A seductive dress with hellfire designs woven into the black fabric. Her hair is waist-length and tied into a high pony tail. Her eyes gleam orange.

Succubus Form: Her hair is let down, and she's wearing nearly nothing. Leathery wings sprout from her back. A sleek, spaded tail grows from the seat of her small wear. She grows curled horns and hooves. In Succubus Form, the Hellborne's movement speed is increased 25%. This is the Hellborne's ranged combat form,

Lamia Form: Another visually pleasing (to most male observers) demon form, one in which the Hellborne's mostly nude torso remains human, and her legs are replaced by the body of a great serpent. In Lamia Form, each successful magic or physical strike replenishes a set percentage of health, and each killing blow restores 2% mana. This is the Hellborne's magic combat form.

Archfiend Form: The Hellborne's most bestial form. She becomes an enormous monster covered in blue and silver fur. It appears mostly humanoid, still retaining the curvaceous shape of the Hellborne. Her horns are long, and her claws are sharper than sharp. In Archfiend Form, the Hellborne's successful critical attacks cause her to slowly go berserk over the course of ten charges, each critically damaging blow rewarding her with one charge of Berserk. By the tenth charge, her physical defense diminishes, while her attack power triples. Only lasts 10 seconds, and goes onto cooldown for one minute. This is the Hellborne's melee combat form

**She has other transformations, but those are only temporary, and they have long cooldowns.

Seraph: Standing strong under the burning sky is a man halfway to Heaven. Courageous and unwavering, he dispenses holy judgement across the land like no Archangel could. He wields the mightiest battle hammers and swords, either two-handedly for extreme offense, or one-handedly with a shield to protect himself with. The Seraph, like the Cleric, is in tune with the High Heavens, the only difference between the Seraph and all other humans being the Seraph's angelic side shining through; if ever there was a rank between the Archangels and the Creators, it would be the Seraph.

The Seraph's skillset consists of heavenly oaths of fire, immense angelic auras, and special melee attacks with such skill and power that they would leave the angels wanting.

Brief Appearance Description: At first he appears in a pure white robe. His face is lined with eld, and his thick mane and long beard are as white as his cloth, while his eyes burn with golden light. Acquire higher level armor, and the Seraph will become a knight decked out in shining steel platemail, with silvery outlines of angel wings on his back.
Class Skills


Unique Skill: Unstoppable: - Passively, the Warlord's health regeneration is increased the lower his health drops. When skill is active, the Warlord's melee attacks devastate his enemies' defenses, bypassing all armor and resistances until the skill's duration expires.


Unique Skill: Heavens' Calling - An ability which passively allows the Cleric to identify items without the use of an identification scroll, create town portals without a town portal scroll; and, when activated, (1)instantly teleports her to a safe area on the map, if enemy swarms overwhelm her; (2)in multiplayer games with one or more party members adjacent to the Cleric, the skill teleports all party members whose health is below 50% to her, and the Cleric and all affected party members are shielded against damage for 5 seconds.


Unique Skill: Virtuoso: Passive: The Enchanter's mana regeneration is increased 100%, due to his deep connection to the arcane. Active: An array of selectable spells unrelated to elemental and bloodborne magic become available. These spells include Teleport, Invisibility, Telekinesis, Weapon Enchantment, and Armor Enchantment.


Unique Skill: Don't Fear the Reaper: Passive: Enemies who would normally run away from a player will stand and fight when the Reaper is present. Active: The Reaper shows his enemies visions of their own demise, and wins them over to his side. Any converted enemy that dies grants experience and loot as they would have if they were not converted.

Oh, and if the Reaper ever tires of his converted lackeys, he knows a nice little spell that will blow them to pieces, raining blood, guts, and gore everywhere. He claims that the lackey-bursting is a strategic maneuver to blow up his enemies, but he probably just does it for decoration. And to show off.


Unique Skill: Jack of all Trades: The Artisan gets discounts for purchasing from NPC shopkeepers, and extra profit for selling items to them. He has an increased chance of finding magic and unique items, as well as detecting weak structure work in his surroundings, allowing him to chisel his way through walls. Ultimately, the Artisan has the ability to alter the stats on magic and unique items with the use of various resources dropped by enemies that only he can use.


Unique Skill: Tormentress: In human form, the Hellborne takes great pleasure in dealing pain. Passively, the more damage she deals, the quicker she can use her spells and melee skills -- for in human form, her main weapons are barbed whips and chains, as well as various torture devices, like the voodoo doll and red-hot irons. The Tormentress skill creates a meter that fills up when the Hellborne fights as a human. Once the meter is full, the skill can be used actively to send the Hellborne into a frenzied sadistic trance, in which she cannot be knocked back, sent fleeing in terror, or be crowd-controlled in any other way.


Unique Skill: King of Angels: In a time of great peril, activate this skill, and the Seraph will sprout divine wings and take to the air. He hovers high above the ground for a set amount of time, immunized against physical attacks (except in PvP), and blasting angelic energies at his enemies below. This skill is so powerful that giving it a passive effect would be downright unfair.

Since there'd be an offline mode, playing online would be at your own risk. Starting at level 10, players can declare hostility toward one-another, giving way to the open warfare of Player Killing, and Player Killer Killing.

Guild Warring System

On top of open Player-versus-Player combat starting at level 10, guilds can officially declare alliance or hostility toward one-another. Be warned: There is no under-level 10 immunity against PvP during guild vs. build battles. Rather, starting at level 10, you will drop not only money upon death, but also one random piece of equipment you are wearing. To the victor go the spoils!

Guild Alliances allow two or more guilds to gain accumulative Guild XP (inspired by the Guild Level System from World of Warcraft). As guild levels rise, its members begin to level faster, gain more money from kills, and find rarer equipment more often... among other things.

Guild warring can happen in any public game on Battle.Net. Allied guilds may send out help requests to their comrades, and they can instantly leave whatever game they're currently in to join the game in which the battle is taking place, if the allotted player volume allows.

Disclaimer: While guild warring, you may not declare hostility against anyone outside of the guild you're doing battle with. They, however, can declare hostility toward you. You are, after all, waging war in their game, if you were not the creator.

Going Solo

You don't have to be in a guild to have the full experience of online play, especially when it comes to guild leveling or PvP. Even as a solo player, you may reap guild rewards by going into Mercenary Mode, which allows you to be a temporary member of any guild who hires you, for a certain percentage of gold per day. As a hired Mercenary, you reap guild benefits without being a member. Though, be warned: You may be cut off from the guild without notice, and you may even be betrayed.

Reputation System

Player Killers, Player Killer Killers, and Non-Player Killers can be differentiated by the color in which their name appears on screen when they enter the game, and when you highlight them. Non-Player Killer names are blue. Player Killer names are red. Player Killer Killer names are yellow.

For colorblind players, there's a symbol next to each name. Player Killer names are followed by a skull symbol. Player Killer Killer names are followed by a symbol of a scale representing justice. And Non-Player Killer names are followed by the symbol of a rabbit face, because like rabbits, they may be too speedy for the Player Killers to catch, and they may very well end up defending themselves or their territory (game) until the end.
Quests, End of Act Bosses and Side Bosses

Act I: The Isles of Skovos face the wrath of the approaching demon armies from the far reaches of the north. The main task throughout Act I is to protect the last remnants of humanity from the demons by slaughtering every damnable hellish miscreation you see without mercy. Act I is where you get a feel for the game's controls, UI system, your class, and the new level of bloody violence and gore Diablo 4 has to offer.

The first NPC you talk to upon starting the game is Jarla, a famed amazonian warrior among the denizens of Skovos. She is pissed off at you and every one of the mainland survivors for bringing the monsters of the Burning Hells to her homelands. Like in Diablo 2, some quest givers show favoritism toward one class or another, and their introductory dialogue differs from what you would get if you played another class. Jarla will shout at you, condemn you, and tell you to take responsibility for leading the horrid creatures here by aiding her warriors in demon genocide, unless you are a Warlord. Then she won't be as angry with you as she is with the people she assumes dragged you down to the islands with them, because of their weakness. Jarla might even come off as flirtatious toward the Warlord.

Non-Warlord Intro from Jarla: "You there! Stop where you stand! You and your ilk... you have some nerve, barging into our home with those MONSTERS in tow! Look around us! These islands -- my home -- it's all being reduced to rubble because of you! Had this destruction been your own doing, I would have slaughtered you before any words were had.

But it seems that you aren't so helpless, like these armored dogs who run around with their tails between their legs. Know this: I hold all of you damned curs responsible for what happened here. If you want to escape judgement and earn our forgiveness, then join us. Join our fight. Go and slaughter every monster you brought from the north with you, until not a single atrocity moves or breathes."

Warlord Intro from Jarla: "A Warlord...! You have some nerve, barging into our home with those MONSTERS in... no, it could not have been you. I can't imagine YOU fleeing from death. Not like those weak men you accompanied here.

Know this, Warlord: My sisters are ungrateful for this intrusion you and yours have beset upon these islands. However... I think we can reach a compromise. Go and slaughter every monster you brought from the north with you, until not a single atrocity moves or breathes. Heed my every order and show me the great man you are, and I'll show you the strongest woman in the land I can be."

The final boss of Act I is a two-faced demon (literally) with split personalities. One face is overly patriotic and cries praises of his master, while the other face is constantly telling the first one to shut the hell up and kill the Light-be-damned Nephalem. At 10% health, the boss will go into a frenzy in which both faces scream out, "For Inarius!" before you silence the demon for good.

Act II: Before you storm the mainlands of Sanctuary, you must choose whether you want to accompany the Amazons, who have begrudgingly agreed to help the people of the mainland retake their home, or the Mainlanders, whom, collectively, are on unfriendly terms with the Amazons, despite their temporary alliance. Siding with the Amazons takes you to the eastern side of the continent, where swamplands and desert await, while siding with the Mainlanders takes you to the western side, where you will march over mountains and through ravaged kingdoms.

On the eastern side, with the Amazons, the final boss of Act II is a demon which appears in the form of a giant snake, and a somewhat humanoid torso where the snake head should be. His claws are the length of his torso, and his teeth are many and jagged. In the Burning Hells he is known for devouring the damned over and over again.

On the western side, with the Mainlanders, the final boss of Act II is a demon which appears in the form of an enormous goat-like being, much like the Moon Clan. In the Burning Hells, he is known for skinning the damned alive and making their skins into clothing and armor for lesser demons.
Wow, it's been a while since I saw this thread. I can't even remember where I was going with the Act I thru IV summaries, but hey, I might as well try my best to stand and deliver my mildly, if not UNcreative payload.

The Diablo fight at the end of Act IV would go like this:

The corpse of the Xiansai boy rests in the middle of a ruined colosseum. Throughout your fight with the Lord of Terror's Generals, you see the corpse gradually appear more and more out of place: blackened, burnt, scarred, bloodied, being mangled by a thousand invisible claws, until only a skeleton remains. Or what you thought would be a skeleton.

The bones don't exist inside the boy. There is instead a tiny, weakened version of Diablo, curled up like an alien. He sinks through the ground, melts open a portal in the earth, revealing the vision of the Burning Hells, and his true form emerges.

So enormous is the Lord of Terror that you only first see the top-half of his body, and he appears more humanoid than ever before, but with an open stomach like a burning cathedral, giant wings, and a forever-open mouth (summed up by this art piece http://www.creativeuncut.com/gallery-17/d3-diablo-concept2.html -- not drawn by me!). You try to send him falling back into the Burning Hells, but in his true form he is radically powerful. He climbs out of the portal, followed by an endless wave of demons. Luckily your Nephalem buddies caught up with you, and they hold the demons off while you go mano a mano with the Lord of Terror.

Remember the red lightning? Every one of Diablo's special attacks hurt just as bad, if not moreso. His "red lightning" spell in this battle an instant-kill ability that's hard to dodge.

You will die in this fight at least once, guaranteed. And that's just on Normal. Wait till you see Hell difficulty. If you can manage to beat that one, you'll unlock an even tougher difficulty, called Damned. If the high level monsters weren't bad enough, they respawn minutes after death. And if you stand still anywhere outside of town for too long, Diablo will break through the ground and destroy you.

Welcome to Diablo 4!

In my makings I briefly revealed an expansion by introducing the Seraph and the Hellborne, but I never said what the plot of the expansion would be.

It's complex, but simple. The expansion introduces Act V (just like Lord of Destruction), where you not only must face Diablo again, but where you must also face down brand new evils never seen before, along with evils you may have thought dead or missing.

You travel Lilith's prison in the void, only to discover she has broken free some time ago, and you find instead creatures of twisted make, which appear not only demonic, but angelic as well.

By the end of the expansion, you surprisingly fight not against Diablo, but alongside him against Inarius and Lilith. The "truce" between you and Diablo is as thin and undeniably temporary as Hellfire is hot. You may be fighting alongside the Lord of Terror, but you've got friendly fire; Diablo might "accidentally" try and kill you (ex: you both draw near Lilith or Inarius in the fight, and Diablo backhands you, sending you flying and dealing heavy damage to you), whereas you could "accidentally" trip him and catch him with the blade of your sword (ex: you've had enough, and you want to kill Diablo again, to show that bastard his place and prove that you are the Nephalem he should fear.
just wow im hooked ................ um the best thing about this thread is this


diablo 3 lol there is NO choice yerp sums the game up
Whew! Sorry for the massive walls of text. I tried to read it all and realized I wrote too much, when I should've shortened it by a lot.

I'm super excited for Reaper of Souls. Speaking of Reapers, I want to play around with this idea a little bit more. I'm thinking of attempting a fanfiction starring the classes I scribbled up, with the Reaper in the center of it all. The Reaper being the most mysterious of the classes, I feel like I could transform him a bit in a structured story.
My name is MaskedReaper and you practically described the Reaper class with a mask. LOL NICE!
Makes my appreciate my name even more. :)
Class Skillsets (rough)

All classes in Diablo 4 have skill trees for which each level gained acquires one specialization point the player can use. Each skill tree has three tabs, providing variety and opportunity for customization according to the player's style.


War - This skill tree tab is full of abilities you'd expect to see the Warlord using in combat; special moves, per se. (I may create a list of skills for each class later, but for now I'm focusing on skill trees.) Examples are Collision, the first skill in the War tab, in which the Warlord delivers a fierce strike to his foe. Collision has a 5% chance to stun an enemy for a short time; and Stampede, obtained halfway down the tree if you put enough points into War, which enables the Warlord to charge full speed ahead and, upon ramming into his foes, deals damage, carries them with him (ramming enemies en masse aside) and throws them away for more damage. If the Warlord carries an enemy into a wall, he will stun them for yet even more damage. The skills in this tree are about getting up-close and personal with Hell's minions.

Tactics - The skills in this tree are less about direct damage and more about strategy. These skills grant the Warlord the ability to use shouts to empower himself and his allies, as well as maneuver the battlefield, increasing his own longevity in battle. One example is Overdrive, a battle shout that drives the Warlord and his allies into a fighting frenzy. For a set time, the Warlord and all affected by this shout "shake off" initial damage received by dispersing it as a slow-ticking Damage over Time effect. Beware: Overdrive will not sustain you if you become reckless in battle. You may be able to ignore your wounds, but if you do not keep your wounds treated they will kill you subtly.

Mastery - These passive skills give the Warlord mastery over his own weapons, armor, and endurance. Some of these skills specialize in certain weapons, granting the Warlord bonus damage and possibly status effects when maxed. For example, Polearm Mastery, when maxed, will give the Warlord "Skewer," which has a low percentage chance of proccing while using normal melee attacks. Skewer is a rapid thrust which strikes enemies in a straight line; it cannot be blocked. Each time Skewer deals damage, the Warlord's chances of using Skewer again increases by 2%. Skewer can proc 45 times, which raises the percentage of Skewer proccing to 90%. 90% is the maximum charge, and will not last very long.

Hymns - In the face of chaos, the Cleric's voice is a weapon, a shield, and a vanguard. Inspiration and faith flow throughout the Cleric's body and soul like an undammed river. Through her, humanity sees a light at the end of this dark, hellish tunnel. Hymns is a tab devoted to the Cleric's holy songwork -- not to be confused with auras bestowed by the Seraph or, in ages past, the Paladin. The Cleric's voice is a voice of healing, a ward against evil, and as such she can mend her own wounds or the wounds of her allies, or she can drive evil into a panic, screaming oaths of damnation for the Heavens. One particular skill in Hymns is Beloved Refrain, in which the Cleric sings a reverberating verse of power, filling her body with holy light. Beloved Refrain is a point-blank AoE spell that deals holy damage to attackers within range of the Cleric. Demons and undead will suffer Damage over Time in addition to the initial backlash.

**Note: Songs are not battlecries, and so the verses sung by the Cleric will last for a short duration. Beloved Refrain, for instance, lasts for 5 to 10 seconds. The damage she deals isn't a one-time event; Beloved Refrain will strike all enemies repeatedly if they remain in the Cleric's reach.

Justice - The Cleric is more than a misconceived fragile songstress -- and, by all means, she is not fragile, as she appears. Justice is the skill tree devoted to the Cleric's offensive skills. While Hymns contains some songs that deal damage, the songs only reach as far as the radius around the Cleric permits. The offensive spells in Justice are fully-ranged attacks, mixed with up-close melee attacks. The Cleric's weapon is more than just an instrument for spellwork and uniform. While she is no Warlord, she isn't helpless. She's studied an ancient fighting style passed down from the Monks of the past. The Cleric relies a blend of holy magic and mobility to deal any real damage, combining melee attacks with spells to deliver hard-hitting finishers. An example of a possible combination skill is Four Winds. Four Winds becomes available when the Cleric has initiated combat with any damaging attack, be it melee, spell, or song. When Four Winds is activated, the Cleric will deal a flurry of strikes, each one bearing Heavenly might.

Sacrilege - Sometimes, we mustn't let the Light burn too brightly, or else it would blind us. Seeing this truth, the Cleric, now torn from her order by the cascades of demons reigning down from the northern Hellspire in Xiansai, performs sacrilegious spells to meet her own ends. It is easy to misunderstand, one would see the Cleric as a heretic who bedevils her teachings with the incantations borne from Hell itself. This is not the case. The Cleric takes her teachings and twists them to her own heart's desires; just as the human heart contains good and evil, so, too, does the Cleric's power. Were you to ask her for a demonstration, she would hesitate before showing you Tongue Taker, a bastardized version of "Silence" in which the Cleric curses her enemy, inducing a seizure and forcing them to swallow their own tongue, causing them to suffocate and possibly die. Be warned: Sacrilege is not a skill tree for the faint of heart. Just as the Cleric can light humanity's way from the pit of despair, she can, too, create greater, even deeper ones.

Spark - Spark magic, a name for the condensation of fire spells and lightning spells into one grouping. Quite obviously, this skill tree tab contains... fire and lighting spells. Fire and lightning. One more hint: fire, and lightning. Magical arts have held place in Sanctuary for many, many years. To look upon a practitioner of these arts and demand something new would be... well, would be overly expectant. HOWEVER! The Enchanter works to improve his magic, to become greater than the Sorcerers, the Sorceresses, and Wizards who came before him. He takes what he's learned from magic history and devises new or altered spells, to be remembered in this day and age. Thus, the Enchanter presents to you Shock Sprite. He calls upon the elemental planes and summons air elementals comprised of raging electricity. The Enchanter was inspired to craft the Shock Sprite spell from "Charged Bolt." The Shock Sprites linger in Sanctuary perhaps fifteen to twenty seconds, and will mercilessly attack any target the Enchanter sets them upon. The amount of Shock Sprites that can be on the field at once is twenty per Enchanter.

Winter - What comes in the winter? Ice! And the Enchanter has a lot of ice to offer. Countless hours into the night he's studied up on how the great magicians of the past disciplined themselves to hurl ice at their enemies. Ice is cold, it's numbing, and can be a real bugger if you're the victim of an ice attack. Perfect! It's no mystery what ice spells can do for you. So the Enchanter wants to show you Frost Prison, a new and improved "Ring of Frost." He calls the power of ice to his bidding and casts a radially large spinning ring of ice in the form of powerful white mist. The ground within the ring freezes over. The ring roves around the battlefield like a devastating whirlwind of frost. Enemies who tread upon the ground frozen in the Frost Prison's wake will be slowed. Enemies who get sucked into the Frost Prison are rooted in place and will suffer heavy, sustained ice damage.

Sanguine - Ahhh, forbidden spellwork. How tastefully luscious, it's time to tickle our nasty. Do you want magic spells that don't mind the constraints of mana? Spells that don't require much of a smart mind, so much as require the will to simply do? Sanguine is right for you, if you have the guts. Come along, and the Enchanter will show you Disperse and Coagulate, two spells which can be combined to maneuver the battlefield like a true menace. Disperse is the spell which allows the Enchanter to melt himself down into a living pool of blood. The Enchanter is uncontrollable in this phase of the spell, but he cannot be hurt while dispersed. Enemies who step in him will be sapped of their vitality, healing the Enchanter. Disperse lasts for all of five seconds. While dispersed, the Enchanter can use only one other spell: Coagulate. Self-explanatory -- this spell obviously returns the Enchanter to his human form. However, using Coagulate teleports the Enchanter to a random place in the area, much like that older spell nearly long-forgotten: "Phase." Use at your own risk, if you think you're strong enough.

Death - The centerfold of the Reaper; all of his signature moves lie in this tree. The Priests of Rathma had disbanded some time before the Burning Hells invaded Sanctuary. The Reaper is no longer a delegate of the order. His beliefs have never fallen in line with the other priests', that death was simply a part of life. No, death was so much more. Death could be wielded. Death could be controlled. The Reaper, knowing this, trained himself until he mastered the arts of death. He made death a weapon. And now, against the Burning Hells he wields his powers, to show them that even immortal beings have death to fear. Phlegethon is but one of the Reaper's fierce spells. Use this spell, and the Reaper summons a flowing river that burns with black flames. To use this spell properly requires a steady hand; you, the player, must hold the right mouse button to draw the course in which the river will flow. All enemies caught up in the river will be swept along its path and be dealt damage at the same time.

Omens - Though the Reaper has abandoned the beliefs of his former order, he's retained some spells he deemed worthy of his attention. The Reaper not only deals damage and kills mercilessly -- as fun as that may be -- he has a wicked sense of humor, and his comedy will knock his enemies dead. In Omens, one particular spell is called Curse of Styx. He charms enemies in groups with this curse, driving them into an uncontrollable fury. Enemies attack uncontrollably with heightened offense, lessened defense, and confusion. If the Reaper retreats to a safe distance, enemies will focus fire on each other. Singular enemies may even kill themselves. And the Reaper will laugh.

Scythe - Sure, the Reaper likes to use his scythe, or whatever weapon he gets his hands on. As an aspiring grim reaper, he must be acrobatic in order to stay mobile. A lot of Reaper skills in this tree are about dealing damage and getting out of the way. An example is Shadow of the Reaper, one of the last skills in this tree. The Reaper levitates after an enemy at high speed, leaving after-images in his wake, and delivers a fatal strike to his target. The higher this skill's level is, the more times the Reaper can use this ability in a row. It isn't a bad idea to chain-cast this spell in order to wipe out masses of enemies. Shadow of the Reaper cannot be re-used on the same target for a short duration. This spell requires a lot of mana.
Whoa! It's been three? Almost four years since I revisited this old topic. I totally forgot about it until just now. Time for some more fun make-believe!


Heritage - Arts and crafts are an Artisan's backbone. He is a natural-born builder who stops at nothing to construct only the best contraptions he possibly can. Having aided in the building of various towns and cities and supplying them with siege weaponry over the years, the Artisan takes his prowess to war against the Burning Hells. With his combined stash of arcane artifacts and wood and stone, the Artisan can create complex siege weapons swiftly on the run, siege weapons such as the Trebuchet. This large weapon is stationary, and contains only a single shot of ammunition: a boulder. With this weapon, the Artisan can lure hordes of enemies into a designated area and use his arcane stones to trigger the launch of the boulder from the Trebuchet, striking the ground with enough power to destroy enemies by the dozen.

Bows - Hunting and gathering while carrying no means of protection is an incredulously dimwitted idea. Thankfully, the Artisan is not incredulously dimwitted. An expert in bows and crossbows, the Artisan shoots his arrows and bolts swift and true, with enough accuracy to stop a demon's heart in an instant. He can reinforce his ammunition through crafting and perform spectacular techniques such as Mythril Shot, which allows his shots to ricochet off walls and pass through his enemies.

Javelins - Spears and javelins are the Artisan's go-to weapons if he should ever be forced to engage in close-quarter combat. His arms and legs strengthened from years of hunting and construction, his weapons imbued with arcane powers, the Artisan could stand against Diablo himself as well as any other hero could. Javelin Bomb is quite self-explanatory: the Artisan hurls a javelin, and the arcane crystals embedded in the weapon cause it to explode on contact with enough power to blast a demon's limbs off its body. Weightless Thrust is another technique, made possible with a javelin or spear. Tapping into the arcane powers of his crystals, the Artisan can make his weapon totally weightless in his hands for a short time, increasing his attack speed and critical chance exponentially. The more consecutive jabs he performs, the more mana he must expend.

Temptress - This is the skill tree which focuses on the Hellborne's Succubus Form. As a Succubus, she flaps her leathery wings to remain airborne, cannot take falling damage, and moves 25% faster, making her a very mobile fighter. She throws magical blood stars as a standard ranged attack in this form, and her skills refresh more quickly than those in her other forms. A staple ability in the Hellborne-Succubus' magic arsenal is Obey Me!. Using this ability, she can brainwash enemies with the sound of her voice, commanding them to give their lives for her, and just as well, because in this form, she is fragile. Enemies charmed by Obey Me! follow the Hellborne-Succubus as minions that will attack her enemies and defend her when she is in danger.

Seeker - In this tree, the Hellborne specializes in her Lamia Form. An avid huntress with a taste for blood and magic, the Hellborne-Lamia possesses an innate ability to track down her enemies, granting the player the ability to see them on their map. One of the Hellborne-Lamia's favorite spells is Stone Curse. As the name suggests, the Hellborne-Lamia can petrify lesser enemies and use Stone Curse's sibling spell, Soul Rend, allowing the Hellborne-Lamia to draw upon the souls of the petrified and empower her next damaging spell or attack. Her enemies' stone bodies cannot withstand her magic in their weakened state, and thus they crumble to dust.

Destroyer - A Hellborne-Archfiend cannot and should not be underestimated. It's true that the Archfiend possesses zero magical prowess whatsoever; but, what they lack in magic power, they make up for with raw strength alone. Bigger than the mightiest Barbarians of old, and taller than two men stacked on each others' shoulders, the Hellborne-Archfiend can Capture smaller enemies in her enormous hands and Hurl them, causing damage on impact with the ground or a wall; Devour them if they have 10% health or less, temporarily satiating her ravenous, cannibalistic hunger and removing all Berserk stacks; or Crush them between her hands and the terrain for high damage. If the Hellborne-Archfiend reaches ten stacks of Berserk, her defenses drop drastically, increasing her damage by 150% for the next 20 seconds. Once Berserk wears off, it cannot be achieved again for several minutes.

Zeal - The Seraph's aged body is of no consequence to him or his mission. With the arms of battle in his sacred hands, the Seraph sets forth to deliver Sanctuary from the clutches of evil. With the High Heavens keeping watch over him, the Seraph whispers a prayer in the midst of battle. Sanctified Arm coats the Seraph's weapon in a neon glow, blessing the his attacks with holy power, dealing bonus non-elemental damage to all enemies, and double damage versus undead foes.

Savior - When the High Heavens see fit, they will aid the Seraph during his time of need. Should there come a time when the Seraph is set upon by dangerous foes, he calls out to the heavens for divine retribution against his enemies. When the Seraph is at or below 30% health, one of the final abilities in this tree becomes available for use: Imperius' Answer. When used, the sky will burn bright with divine flame, and a giant blazing spear will pierce the heavens, slamming into the floor of Sanctuary and creating an enormous fiery shockwave powerful enough to carry all enemies far away from the Seraph, setting them on fire in the process and dealing sustained holy damage for 5 seconds. Imperius' Answer cannot be used more than once every 10 minutes.

Protector - A tree specifically designed for 1-handed weapons aided by a shield. When the Seraph chooses to sacrifice his some of his offense for the sake of better defense, he learns to wield his shield as a weapon alongside his sword or hammer. One ability the Seraph finds useful in this case is Penance. Penance is a timed buff that, while active, reflects 50% of all damage taken back at enemies, and, should the Seraph successfully block any attacks with his shield, reflects 100% of the damage he could have suffered, in addition to a set amount of holy damage. Following a block or parry, the Seraph can imbue his shield with holy energy and use Justice Sweep--a shield bash with a high chance of dealing critical damage.

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