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[[Image:Npc-warriv1.jpg|frame]]Warriv is an NPC caravan master. He is found in Act One, where he gossips and eventually offers to convey the heroes to Act Two, once Andariel has been defeated.  
[[Image:Npc-warriv1.jpg|frame]]Warriv is an NPC caravan master. He is found in Act One, standing near the [[stash]], above or to the right of the firepit, near the center of town. He does not give any quests, but offers useless advice on most of them. His only real purpose is to welcome new characters to the game, and to offer passage to Lut Gholein once [[Andariel]] is defeated.


Warriv is the only NPC with a change of clothing. He wears heavy blue-themed clothes in the [[Rogue Encampment]], and changes into beige desert gear when he arrives in [[Lut Gholein]].
Warriv is the only NPC with a change of clothing. He wears heavy blue-themed clothes in the [[Rogue Encampment]], and changes into beige desert gear when he arrives in [[Lut Gholein]].
Warriv does not give any quests or quest rewards, and isn't much on quest information or gossip either, for that matter.


=Act One Dialogues=
=Act One Dialogues=
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==Den of Evil==
==Den of Evil==


===Gossips===
===Quest Tips===


One who seeks that cave, seeks death.
One who seeks that cave, seeks death.
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==Sisters' Burial Grounds==
==Sisters' Burial Grounds==


===Gossips===
===Quest Tips===


Hmmm... How can one kill what is already dead?
Hmmm... How can one kill what is already dead?
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==Rescue Cain==
==Rescue Cain==


===Gossips===
===Quest Tips===


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.
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.
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==The Forgotten Tower==
==The Forgotten Tower==


===Gossips===
===Quest Tips===


Rumors of treasure are no different from rumors of any other kind. They hold false promise to those who should know better.
Rumors of treasure are no different from rumors of any other kind. They hold false promise to those who should know better.
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==Tools of the Trade==
==Tools of the Trade==


===Gossips===
===Quest Tips===


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.
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.
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==Sisters to the Slaughter==
==Sisters to the Slaughter==


===Gossips===
===Quest Tips===


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.
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.
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==Radament's Lair==
==Radament's Lair==


===Gossips===
===Quest Tips===


I've heard tales of walking corpses out in the desert at night, though I've never actually seen one.
I've heard tales of walking corpses out in the desert at night, though I've never actually seen one.
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==The Tainted Sun==
==The Tainted Sun==


===Gossips===
===Quest Tips===


The sun has grown disgusted with the terrible deeds it must shine upon each day. Damnation is upon us all.
The sun has grown disgusted with the terrible deeds it must shine upon each day. Damnation is upon us all.
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==Arcane Sanctuary==
==Arcane Sanctuary==


===Gossips===
===Quest Tips===


A careful caravan gives wide berth to sleeping bandits. If Horazon is gone, let him remain so.
A careful caravan gives wide berth to sleeping bandits. If Horazon is gone, let him remain so.
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==The Summoner==
==The Summoner==


===Gossips===
===Quest Tips===


There's nothing more dreadful than a powerful being driven by a frayed mind.
There's nothing more dreadful than a powerful being driven by a frayed mind.
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==The Seven Tombs==
==The Seven Tombs==


===Gossips===
===Quest Tips===


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.
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.

Revision as of 11:53, 31 May 2008

Npc-warriv1.jpg

Warriv is an NPC caravan master. He is found in Act One, standing near the stash, above or to the right of the firepit, near the center of town. He does not give any quests, but offers useless advice on most of them. His only real purpose is to welcome new characters to the game, and to offer passage to Lut Gholein once Andariel is defeated.

Warriv is the only NPC with a change of clothing. He wears heavy blue-themed clothes in the Rogue Encampment, and changes into beige desert gear when he arrives in Lut Gholein.

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.

Special Paladin Introduction

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

Quest Tips

One who seeks that cave, seeks death.

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

After Completion

...that which does not kill you makes you stronger.

Sisters' Burial Grounds

Quest Tips

Hmmm... How can one kill what is already dead?

When the dead return to prey upon the living, it is a terror beyond understanding.

After Completion

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

Rescue Cain

Quest Tips

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.

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

This looks like gibberish to me. Akara may know what to make of it.

It is too dangerous to travel to Tristram. I won't be leaving here until the way is clear!

After Completion

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

The Forgotten Tower

Quest Tips

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

Better an empty pocket than a full grave.

After 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

Quest Tips

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.

What better opportunity to show your mettle?

After Completion

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

Sisters to the Slaughter

Quest Tips

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.

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

After Completion

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


Act Two Dialogues

Warriv makes the journey to Lut Gholein after a character finishes Act One, and can be found pacing around the square in the southwest corner of town, where a character first appears in Act Two. He will convey characters back to Act One, if desired.

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

Quest Tips

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

Death is not afraid of the living, but the living abhor death.

After Completion

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


The Tainted Sun

Quest Tips

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

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

After Completion

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

Arcane Sanctuary

Quest Tips

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

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

After 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

Quest Tips

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

After Completion

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

The Seven Tombs

Quest Tips

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.

After 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.