This page lists the characters of Diablo I, II and III.Per wiki policy on Handling Spoilers all trope names are visible, and may contain spoilers on their own. Read at your own risk.
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The Angiris Council
The Angiris Council is the ruling body of the High Heavens, formed to oppose the Great Evils of the Burning Hells. The Council comprises five Archangels, each of whom represents an aspect of Anu: Imperius the Archangel of Valor; Tyrael the Archangel of Justice; Auriel the Archangel of Hope; Itherael the Archangel of Fate; and Malthael the Archangel of Wisdom. Among these five, Malthael originally served as leader until abandoning his post. At that point Imperius assumed leadership.Tropes applying to the Angiris Council
Authority Equals Asskicking: The five Angels of the Council have considerable fighting ability. Tyrael and Imperius are especially strong, but the others are no slouches.
The Blank: Angels don't actually have visible heads, so the corresponding space is usually covered by a hood or helmet.
Resurrective Immortality: Because they are aspects of the ultimate Good, members of the Angiris Council can reform their bodies even if totally destroyed. Tyrael does so after the destruction of Arreat, though it takes him twenty years, and in III both Imperius and Auriel survive wounds that should be fatal.
Click to see him as he appeared in Diablo III.
The Archangel of Justice and the closest thing the games have to a main good guy outside of the Nephalem. Despite or because of his standing as the Archangel of Justice, Tyrael has several times gone against the Council's decision to not interfere with the world of Sanctuary against the Great Evils. He is as a result something of a maverick within the Angiris Council. In particular, he and Imperius frequently butt heads over whether or not to aid humanity against the Burning Hells. He personally formed the Horadrim to combat the Prime Evils. Eventually, they, aided by Tyrael, succeeded and imprisoned the Prime Evils within their soulstones.He first appears in the second game where he attempts to prevent the Diablo-possessed Aidan in freeing Baal, but he is overwhelmed and imprisoned by both in after Marius sets Baal free. He is freed by the heroes of the second game however, and he subsequently aid them against Diablo from Pandemonium Fortress at the gates of Hell. In Lord of Destruction he is unable to aid against Baal, but after the Lord of Destruction's death he arrives to find the Worldstone corrupted and as such subsequently finds it necessary to destroy it with his sword.
Badass: Whenever we see him in battle, he handles himself well.
Badass in Distress: In the 3rd game he gets imprisoned by some cultists though he gets saved by the heroes.
Badass Boast: Delivers one to Imperius shortly before he tears off his wings and becomes mortal.
Tyrael: "You cannot judge me! I am justice itself!"
Cry into Chest: Lets Leah do this to him in Diablo III after she gets a traumatic vision/message from Azmodan telling her that his forces are going to invade from Arreat Crater. However, the scene cuts off the moment they hug.
Defector from Decadence: He abandons the Angiris Council when Imperius forbids him from continuing to aid humanity.
Fallen Angel: Willingly becomes this in the third game when he tears off his wings and falls to Sanctuary as a mortal.
Humans Are Special: Pretty much his main reason for breaking the "angels can't go to Sanctuary" law that the High Heavens have established, as well as why he voted to spare humanity from extinction when the Angiris Council were debating about whether to wipe them out or not. Subverted in that, until Uldyssian's sacrifice in The Sin War books he thought the exact opposite and was part of the Kill 'em All camp. After the aforementioned sacrifice, however, he's had a dramatic change of heart.
Light is Good: As both an angel and an ally to humanity, this trope fits Tyrael nicely.
My God, What Have I Done?: Undergoes a huge one in III when he feels that his decision to become mortal triggered the events of the story leading up to Diablo's attack on the High Heavens. He gets better.
Screw the Rules, I'm Doing What's Right: He was forbidden from interfering the mortal world by the rest of the Angiris Council. He disobeyed their orders by providing them with the Soulstones. He ultimately renounces his angelic status so he can fight alongside mortals as one of them. If the Angels' precious rules would bind him from doing what is right, he would rather not be an Angel anymore.
What the Hell, Hero?: According to the Book of Tyrael (which takes place after III), when Tyrael goes to his old home in the Courts of Justice he is attacked by visions of angels who died by Diablo's hand and they blame him for their deaths.
The Archangel of Valor and the effective leader of the Angiris Council. As such, he is essentially the ruler of the High Heavens. Imperius is noted to be the greatest warrior in creation and he has clashed with the Prime Evils several times. Despite his hatred of the demons, he refuses to help the humans of Sanctuary against them, as he believes the humans to be abominations that should be purged, as they were born of the union between an angel and a demon. Because of this, he frequently butts heads with Tyrael who wishes to aid the humans and interfere in the world of Sanctuary.
Arch-Enemy: To Diablo, if the animated short "Wrath" and their duel in Diablo 3 happens to be anything to go by.
Blood Knight: Information you collect in High Heavens mentions he enjoys fighting and war.
Break the Haughty: Storm of Light shows that a large part of his anger stems from the fact that deep down he knows that the Nephelam were the ones who stopped Diablo when he failed to do so. He doesn't want to admit it though.
Cool Helmet: Unlike the other Archangels, he wears a helmet instead of a hood.
Enemy Mine: In Act V, he begrudgingly admits he doesn't have the heart to kill Malthael, his former leader, and guides the Nephalem to do so. However, he makes it clear that the Nephalem shouldn't expect open gratitude from him for doing so.
Fantastic Racism: Many angels are not fond of humans in general, but Imperius in particular stands out. He wanted Sancutary destroyed due to the hand of demons in its creation, and he utterly despises the Nephalem, to the point that in Act IV of Diablo III, Tyrael has to tell him that Diablo is the enemy, not the Nephalem (who had, by this point, saved Auriel).
This also applies to anyone and anything of demonic origin.
Holy Halo: Has an ornate, metallic version of one hovering above his head.
Jerk Ass: To put it lightly. For perspective, he was the only one on the Angiris Council who voted for the Extermination of Humanity (Malthael abstained from voting for or against, while Itherael, Auriel and Tyrael all voted against the decision). Moreover, he forbade the High Heavens to intervene when humanity suffered demonic attacks, tried to have Tyrael punished for disobeying, and passes most of the final act insulting or threatening the Nephalem when they come to save Heaven from Diablo. Then, in Reaper of Souls, he comes and asks your help putting down Malthael...but makes it openly clear he has no intention of thanking you for it.
Knight Templar: He is on the side of Good, but to him, anything related to Demons has to be destroyed, including the Nephalem, since they are part-demons.
Everyone Has Standards: Unlike Malthael, however, he would never kill nearby Angels as part of an attempt to kill the Nephalem, nor would he tamper with the demonic Black Soulstone.
Ham-to-Ham Combat: This is pretty much inevitable when him and Tyrael are in the same room together.
Leeroy Jenkins: This happens in the animation "Wrath". Despite Tyrael's advice that they should have their troops regroup before advancing, Imperius decides to lead the angelic soldiers in a charge straight into Diablo's fortress. Suffice to say that the soldiers didn't last long, and Imperius found that Diablo wouldn't be beaten so easily...
Another example would be when Diablo appears in front of the Diamond Gates and Imperius goes to fight him. That fight doesn't go so well, either.
Teleport Spam: This actually works against him, as it gives Tyrael the time to grab Imperius's spear and point it at him. Against Demons, on the other hand, it proved lethal.
Tyrant Takes the Helm: It's explicitly stated that the High Heavens have gone to hell (no pun intended) since he began to take a more active role in ruling it.
What You Are in the Dark: In the promotional animation "Wrath", Diablo encourages Imperius to kill him rather than let the latter's brethren hold him as prisoner (which the angel complies to). Furthermore, he taunts him by saying that his strength comes from his rage but he's afraid to let the other angels see this side of him. Imperius' reply?
Foreshadowing: Quite possibly. If what Diablo says is true, then Imperius may become a potential antagonist in future installments.
The Prophecy of the End of Days states that Valor will turn to Wrath. Since Imperius has been rather furious at Tyrael and the Nephalem during the siege of heaven, this statement likely foreshadows what might be Imperius's true nature—that he might be an Anthropomorphic Personification of Wrath, not Valor.
The Archangel of Hope.
Action Girl: As demonstrated in the short animation, "Wrath."
Badass: As is par for the course with the Angiris Council.
The former Archangel of Wisdom(refered to as the Archangel of Death in the Sin War Trilogy) and leader of the Angiris Council. Following the events of Diablo 2, he was driven mad by the World Stone's destruction and abandoned both his duties and Heaven, going into seclusion. He reappears as the main antagonist of Reaper of Souls, now as the Angel of Death(same position he was given in the Sin War Trilogy), where he steals the Black Soulstone as part of his plan to eradicate humanity due to their demonic origins.
Dual Wielding: He wields a pair of scythe-like shotels (an Egyptian style of sword) that allow him to deflect enemy blows with minimal force. They're also capable of decapitating normal men in a single blow.
Evil Sounds Deep: Subverted then played straight. As the leader of the Angiris Council, Malthael's voice was a powerful one, often enrapturing others with its melody to reinforce the wisdom of his words. However, whenever his demeanor darkened, his voice became dark and foreboding, provoking feelings of angst and even thoughts of death. When he becomes the Angel of Death, this trope is played straight.
The Grim Reaper: He's a gaunt, black-robed, incredibly powerful being who carries curved blades. Not to mention his newly-picked up habit of claiming souls.
Humans Are Bastards: He arguably held this position, as his abstaining from the vote of whether to wipe out humanity or not was counted as a vote against. Come Reaper of Souls, his belief of this trope is no longer in question.
Irony: He claims that Angels and Demons don't choose between Good and Evil. And yet, Izual joined Diablo willingly, rendering Malthael's argument invalid. Furthermore, considering that Malthael absorbed Diablo's essence for a power-up during the fight with the Nephalem, it's safe to say that he knew exactly what he was getting himself into, and did so anyway.
Knight Templar: An even bigger one than Imperius, considering that he's decided to go against the Council's vote to spare the Nephalem. Imperius, by comparison, only decided to re-consider this policy once Diablo was resurrected by Adria.
He states in one of his discarded journals that humans have the potential for good, but feels that creatures with such short lifespans shouldn't have the power to make such long-lasting choices.
The Leader: Formerly, before abandoning the role after the events of II. Which makes him even more terrifying than Imperius now that he's evil.
Mook Maker: Summons two Exorcists to air him in defeating you.
Nice Job Fixing It, Villain: Imperius would likely have tried to kill the Nephalem upon their second visit to the High Heavens, but Malthael's slaying of fellow angels in an attempt to murder the Nephalem—to say nothing of his tampering with the power of the Black Soulstone, which contained the essence of the Prime Evil—led Imperius to decide Malthael had to be put down, and that despite his hatred of them the Nephalem was best suited to the task.
Nice Job Breaking It, Villain: By breaking the Black Soulstone and absorbing Diablo's essence, he ended up setting the Prime Evil free when the Nephalem struck him down.
Pet the Dog: When he defeated Tyrael while stealing the Black Soulstone, he had the perfect chance to kill him. But while his fellow angel was now a mortal, he didn't have the same demonic taint as most humans. Thusly, Malthael didn't consider Tyrael an enemy, and chose to spare him.
That One Attack: During the final stage of his fight with the player, he brings out a combination of spread-shot fireballs that set the perimeter of the arena ablaze, followed by him sweeping a variation of Diablo's "Red Lightning Hose" attack in the form of a stream of scarlet energy along the arena. The only defense is to get behind him before he fires it off.
The ice patches he drops can also count, given that they begin covering almost everywhere before long.
The Smart Guy: Naturally, being the Archangel of Wisdom. He was bound to see all things.
The Quiet One: He never spoke much and rarely showed any emotions. He was even nicknamed "The Silent Angel".
Villain Has a Point: Possibly. Part of Malthael's motivation for destroying humanity was that humans, given the choice between good and evil, all too often chose evil. During the end cinematic, Tyrael notes that the nephalem hero has the power to destroy both demons and angels, and also a choice between good or evil. When the choice is presented, Tyrael wonders, what will the hero do?
No Biological Sex: "He" is the only member of the Anirim Council specifically described as "sexless".
Seer: As the Archangel of Fate, he is able to see all possible futures, due to possessing the Scroll of Destiny. He's brought up short when he encounters the Nephalem, who are Immune to Fate, and are able to avert the dark future he sees.
Teleport Spam: In Wrath, this seems to be his main asset in combat. Fitting for the Archangel of Fate, as he just puts his blade where he knows where his enemy is or will be.
You Can't Fight Fate: Seems to believe this in the expanded universe. By III, he's changed his tune — as a Nephalem, you are Immune to Fate, and thus the only one able to change the outcome of Diablo's invasion of Heaven in the fourth and final act.
The Archangel who was once an adviser to the Angiris Council and became tired with all of the relentless fighting between the two races. He then decided to go cohabitate with demons alongside his angels.
Izual was once Archangel Tyrael's lieutenant, sent to Hell to battle for the Hellforge. He was eventually corrupted and trapped inside a demon's body by the Prime Evils. In Diablo II, Tyrael asks the player character to free him of his misery, only for Izual to reveal he betrayed the High Heavens on purpose and was the one who advised the Prime Evils on using the Soulstone, initiating their plan to invade Sanctuary. He is later brought back by Diablo in the third opus to disturb Tyrael.—-
Fallen Hero: Was once Tyrael's lieutenant. Now he serves Diablo with no hesitation.
The Mole: Not only did Izual fill the Prime Evils in about the Soulstones and how to corrupt them, but he also helped the Prime Evils mastermind their own exile into Sanctuary, breaking the pact made between Heaven and Hell after the Sin War and setting off the events of the games in general.
Not So Different: Tries this on Tyrael in Diablo III after finding out both of them have become Fallen Angels (though in totally different ways), obviously enjoying the irony of the situation.
One of Malthael's angels. By Act V, she is a miniboss and she is the Conjurer of Death.
Meaningful Name: Kasadya is the Visayan for rejoice. And she rejoices in death.
An angel that greatly admires Malthael. Disgusted and disillusioned by the Angiris Council's decision to spare humanity despite their sins and demonic origin, he defects from Heaven and eagerly joins Malthael's Reapers once he realizes that their goals are alike.
BFG: He carries a cannon that spews fireballs and streams of flame.
Big "NO!": Shouts this when the Nephalem destroys both Soul Crucibles.
One-Winged Angel: Twice. He initiates the first transformation when the player confronts him, then powers up a second time—transforming his cannon into a demonic, dragon-themed thing—halfway through the fight.
Playing with Fire: He is to flames what Izual is to frost. During Act V, he sets all of Westmarch ablaze in the hopes of reaping as many souls as possible for Malthael's use.
Wakeup Call Boss: Players who're just entering the game from level 60, and decide to play on Torment Mode without taking the time to find upgrades for their equipment, are in for a harsh surprise.
The Prime Evils
The Prime Evils are the Big Bads of Diablo and consist of Diablo, the Lord of Terror; Baal, the Lord of Destruction; and Mephisto, the Lord of Hatred. As the strongest of the seven Great Evils, the Prime Evils rule over the Burning Hells in unity. Before the events of the games, the three brothers had been exiled from the Burning Hells by the Lesser Evils and subsequently imprisoned within soulstones by Tyrael and the Horadrim. These soulstones were then hidden in certain locations in Sanctuary. However, unknown to their jailors, the Prime Evils had found a way to take control of the soulstones...Tropes applying to all of the Prime Evils
Authority Equals Asskicking: When the demons rebelled against them, the Prime Evils killed about a third of them before being driven out.
Sealed Evil in a Can: They were all trapped in soulstones, though Baal had to be trapped in a person as well due to his soulstone being damaged.
Diablo, Lord of Terror
Of the three Prime Evils, Diablo is the youngest brother, however he is also the forthmost and the strongest of the three in raw power. However, he should not be taken for a mere brute, for his power belies a most cunning mind. Of the three brothers, Diablo was the one captured last. His soulstone was buried at the bottom of a labyrinth deep beneath Tristram Cathedral. There he was imprisoned for nearly 200 years until the soulstone was found and shattered by Archbishop Lazarus, the closest advisor of the new king of Khanduras, Leoric. Diablo immediately tried to possess King Leoric, but though he failed, the king was left a maddened wreck until he was eventually slain. Having failed to possess King Leoric, Archbishop Lazarus offered up the king's youngest son, Prince Albrecht, as a host. A shattered piece of the soulstone was jammed into the young prince's head, allowing Diablo to take over.He was eventually slain by the hero of the first game: Aidan, a warrior of great prowess and King Leoric's eldest son. However, this would be far from the last heard of Diablo, for Aidan jammed the soulstone into his own head, believing his will strong enough to contain the Lord of Terror. Alas, he failed and Diablo took over his body and in the company of Marius, he set out east to free Baal and reunite with Mephisto, before he headed back into Hell to reclaim his dominion over it. The heroes of the second game managed to defeat him however and his soulstone was shattered, seemingly putting Diablo to rest forever. Except, it proved not to be the case...
Hoist by His Own Petard: His use of the Soulstones ends up leading to his defeat in II. The same happens in III with the Black Soulstone, leaving all of the evils trapped in the one stone.
I Am Legion: In the Diablo III game to scare off the player for good, due to having absorbed the seven demonlords in himself.
Manipulative Bastard: Not on the scale of Belial, but he has his moments. In Diablo III, he proceeds to do a massive Mind Rape on the playable characters and Tyrael while they ascend to him by sending Izual and demons impersonating the ghost of people they knew and met in order to break their confidence, each demons using an aspect of the Demon Lords (the Terror's demon impersonated Leah and mocked the playable character for helping Diablo become the Prime Evil; the Destruction's Demon impersonated Marius and tried to put Tyrael in guilt for abandoning him; Demon of Lies impersonated Haedrig's wife Mira and blamed the PC for her death; the demon of Anguish impersonated Maghda and blamed him/her for Belial's death; Demon of Sin impersonated Rumford and tried to convince him/her he/she was only motivated by greed and blood lust; and the list goes on).
Primal Fear: His domain; because he is Lord of Terror, he fears nothing, which is why Deckard Cain considers him the most dangerous of the Seven Evils.
Satan: Diablo, as befitting of his name, is Sanctuary's Satan, though until the third game, he had to share this title with the other two Prime Evils, Baal and Mephisto. And then in the third game, he becomes the Prime Evil, all seven Evils combined in one being, making him the ultimate evil in Sanctuary.
Shock and Awe: His infamous Red Lightning Hose is one Hell of an attack that can be considered by far his deadliest attack. It makes its appearance in Diablo II 's final battles and then returns for the final phase of the final battle of Diablo III.
The Lord of Destruction. Unlike his brothers, Baal's Soulstone was damaged when the Horadrim managed to capture him, leaving them unable to trap him the conventional way. As a result, a powerful Horadrim Mage named Tal'Rasha volunteered to complete the Broken Soulstone, using his own body as a container to keep the Lord of Destruction sealed. For additional precaution, he was willingly placed in a sealed tomb, and the Horadrim built several fake ones.In Diablo II, the first thing Diablo does (after taking over his host and leaving Tristram) is head for the city of Lut Gholein to look for the Tomb of Tal'Rasha and free his brother, at which he succeeds. Baal manages to escape after the defeat of his two brothers, and serves as the Big Bad for the Expanson set, Lord of Destruction.
An Ice Person: He possesses various spells, most of which are cold-based—most notably, his Hoarfrost attack, which can push you a whole screen away.
Ax-Crazy: Being the Lord of Destruction, he's the only of the three Prime Evils to rule of a physical concept rather then emotional. Deckard Cain describes him in his journal as the most unstable and aggressive of the three.
Big Bad: Takes over as the main villain in the expansion of Diablo II after your character has defeated his two brothers.
Nice Job Fixing It, Villain: His corrupting the worldstone forced Tyrael to destroy, which in turn unlocked the Nephalem's full potential and led to the downfall of the Prime Evils
Sealed Evil In A Person: Due to his Soulstone being damaged, the Horadrim had to use their member Tal'Rasha as a willing host to imprison Baal.
Shoot the Messenger: After being defied by the barbarians, he messily disposes of the one he is negotiating in with, having determined that the terms were not acceptable.
The Lord of Hatred, and the eldest brother of the Prime Evils. He was the one who actually started the events of the series, since his corruption of the Zakarum church, from which Archbishop Lazarus was a member, meant the latter decided to go to Khanduras and free Diablo from his imprisonment, thus setting in motion the events of Diablo 1.
Evil Sounds Deep: In Diablo 2. It's later revealed in the discarded journals in Reaper of Souls that it's a result of not having fully twisted his host into his true form. When in his actual true form he sounds like a demonic old man.
The Leader: He was the elder of the Prime Evils and the closest thing they had to one.
Shock and Awe: His powers in Diablo II are mostly lightning-based.
The Lesser Evils
The lower-ranking four lieutenants of the three Prime Evils, consisting in Andariel Maiden of Anguish, Duriel Lord of Pain, Belial Lord of Lies and Azmodan Lord of Sins. They started out as their lieutnants, but, after a Enemy Civil War inside the Burning Hells, they overthrown the three and exiled them to Earth, leading to the events of the game. They come back in Diablo II, where Andariel and Duriel joins forces with the Prime Evils again, then in Diablo III, where Belial and Azmodan both come in an attempt to seize control after the Prime Evils' apparent death.Tropes Applying to all Lesser Evils
The Maiden of Anguish, and the only one amongst the Seven Demonlords to be female. Though she took part in the rebellion against the Prime Evils, she eventually grew tired of the quarrels between her brothers, and ended up trying to reconcile with the Prime Evils. In Diablo II, she sides with Diablo, taking over the Rogue Monastery and blocking the road to Orient so nobody will be able to follow him.
Attack Its Weak Point: The only one of the Prime or Lesser evils to be given an implicit elemental weakness (Fire, for the record.)
Cute Monster Girl: Well, she still looks pretty monstrous, but compared to most male demons, she is at least somewhat human-looking.
All There in the Manual: His origin and the fact he is a Demon Lord only is mentionned in Cain's Journal in Diablo III or on official sites. No mention of it is made in Diablo II
An Ice Person: Loves to inflict the Frozen status on you, which slows down your movement and your attacks (which can be lethal in Diablo II). And his version doesn't give two shits about Cold Resistance, so any melee characters are in for serious aggravation.
Bait-and-Switch Boss: Baal is played up to be the boss of Act II of Diablo II. You face this guy instead.
The Brute: The only one amongst the Seven Great Evils to not get any sort of Character Development, Evil Plan or even part in the story; he only shows up as the guardian of Tal'Rasha's tomb with no explanation inside the game, and the only reason he is so memorable is because of how incredibly hard he is to defeat. In fact, you don't even know he was one of the Lesser Evil if you didn't went check on the internet or read Cain's Journal in Diablo III.
Lightning Bruiser: One of the main reasons he is remembered as That One Boss amongst the fans. This guy is huge, inflicts massive damage (to the point he sometimes kills you with one hit) and is insanely fast.
Non-Elemental: While all of the other Demon Lords have a good arsenal of ranged attacks, Duriel only uses melee attacks. Not that he needs much else to kick your ass, though...
To the Pain: His schtick being physical pain to match with Andariel's mental anguish.
The Lord of Lies. A pupil of Mephisto, Belial is known to not feel confortable on the battlefield, instead relying on tricks and lies to get to his ends. In Diablo III, he and Azmodan attempts to seize control of Sanctuary, taking advantage on the Prime Evils' apparent deaths. Belial manages to take over the city of Caldeum, impersonating the young Emperor Hakan without anyone even noticing. He serves as the main villain in the second act, as well as The Man Behind the Man to Maghda.
Bad Boss: He has absolutely zero faith in Maghda and constantly reminds her of that, and frequently threatens his minions with eternal torture if they fail him.
Consummate Liar: His schitck as he himself is the embodiment of lies. When you first meet him in Act II he's pretending to be the Child Emperor of the city you're in, stringing you along until the end when he reveals his true form.
Dirty Coward: How Azmodan sees him, since he despises his tendencies to hide behind disguises and tricks. The Barbarian is hinted to see him as this as well.
Informed Ability: His defining trait, being a Consummate Liar. His identity is pretty obvious the first time you talk to him. Though unlike Azmodan, he at least does accomplish something with his manipulating skills (He is already controlling Caldeum by the time you arrive).
Manipulative Bastard: Just like Diablo, there's a reason he's referred as the "Lord of Lies". He took control of all Caldeum through mere manipulation, without everyone in the town noticing.
Nice Job Fixing It, Villain: Had "Hakan" not started to use magic to stay in contact with the party (magic is, in universe, only usable after years of training and study), Belial likely would have been able to keep the party fooled.
Villainous Breakdown: If you take the messages he sends to his minions in account, he gradually suffers one; as you advance in the game and as Caldeum is starting to rebel itself, his notes become more angry, irritated and urging. This reaches the point where, when your character actually gets his hands on the Black Soulstone before him, he drops the act and attempts to destroy Caldeum as a whole.
The Lord of Sin. Azmodan is famous to be one of the greatest General in Hell, having won several battles against Angels by the past (not that we get to see any of his strategic prowess). In Diablo III, he and Belial try to take over Sanctuary following the Prime Evils' apparent death. After learning the Black Soulstone's existance, he unleashes his legion in an attempt to get his hand on it, so he could absorb it and become the Prime Evil.
Big Bad Wannabe: he is trying hard to be the Big Bad, but he just lacks the competences for that. Plus, Diablo out-gambits him.
Four-Star Badass: the best general in Hell. At least so people say. His genius strategies seem to be limited to telling his opponents that he believes he completely outmatches them and hoping this will break their morale(he does send Ghom to infiltrate the area and holds off on mentioning said infiltration to his enemies until Ghom's men are right about to barge in and attack and he has Ghom wait in the Larder so that his the Player(s) would walk into the one place in the keep where the battlefield is in Ghom's favor so Azmodan's only mistake was in telling Leah of his armies coming from Arreat Crater).
General Failure: despite his reputation and his tactical skills, he ends up ruining his own plans by constantly telling you what he is planning. Mercilessly mocked by the Barbarian:
Templar: They say that Azmodan is the greatest commander of all the Burning Hells.
Barbarian: His minions fall like twigs in the wind. Some commander.
In his defense, when the hero arrives on the scene, the fortress had come very close to falling, with the catapults out of operation and the defenders scattered and unable to rally on their own. Had the heroes not arrived when they did, the defenders would have found themselves fighting on two fronts when the demons breached the walls from below, and the demon army's numerical superiority would crush the defenders from both sides within minutes. If the player character not been able to One-Man Army their way through both the demons on the walls AND the demons coming from below, the fortress would have fallen within a very short time. Azmodan's only real mistake is underestimating the player, since, as a general, he places value on armies, not individuals. The idea of a single individual, whether human, angelic, or demonic, being able to wipe out entire armies of demons singlehanded would be completely beyond his ability to comprehend.
The Hedonist: Being the Lord of Sin, he is a lot into this; his weight suggests he eats a lot, and he is mentioned in the Book of Cain to be "close" all his female lieutenants, with Cydaea being his favourite. He takes it to such extreme that Lyndon is shocked enough to consider giving up his depraved lifestyle just so Azmodan won't think he is encouraging him.
I Shall Taunt You: Has a bad habit of doing this to your character by using illusions to contact him/her and mock his/her effort to protect the dungeon. Unfortunately for him, those tauntings usually just end up making him look more pathetic, and he even ends up telling you his own plans in the process, thus helping you.
Informed Ability: Like Belial, the one trait he's best known for — being an "uncanny tactician." Which...let's just say he's not.
Nice Job Fixing It, Villain: A lot of his brillant strategies would have worked a lot better had he not be nice enough to warn you about them in his tauntings.
Seven Deadly Sins: He has seven lieutenants, each representing one of these, but the only ones who make appearances are Ghom (gluttony) and Cydaea (lust). Can you say "Expansion Hook"?
Smug Snake: Ironically, he is this much more than Belial. His arrogance even ends up causing his downfall.
Fridge Brilliance: Azmodan is the embodiment of the seven deadly sins, which includes pride. So it's fitting that his arrogance and desire to taunt the player lead to his defeat.
The Starscream: He is attempting to find and take the Black Soulstone so that he can embed it in his flesh and use the power of all Seven Great Evils combined so he can become the Prime Evil. Diablo has the same goal in mind, only he is a lot more successful in this than Azmodan, thanks largely to his agent, Adria, being a Manipulative Bastard.
Tropes applying to both of them:
Co-Dragons: Seven of them, to Azmodan. Five of them don't appear and aren't mentioned directly.
One of Azmodan's lieutenants. Known for his unsatiable, disgusting appetite and cannibalistic tendencies. In the game, Ghom is sent by Azmodan inside Bastion's Keep in order to attack it from the inside. He made the food reserve his hideout, and started taking prisoners in order to consume them. He is eventually killed off by the Nephalem.
Big Eater: Probably one of the rare example to bring this trope to terrifying levels.
Extreme Omnivore: According to Deckard Cain, he once ate several angels while they were still wearing their armor and weapons.
Fat Bastard: He isn't as fat as Azmodan, but he comes close, and is much more disgusting.
Gasshole: The guy can't even speak without making fart noises, his gas cloud attack could possibly be a really disgusting fart, and when he dies he lets a huge one rip.
I Am A Humanitarian: Takes it to its worst possible extreme; he forces his prisoners to eat their comrades, and then eats them.
Poisonous Person: He produces massive amount of toxic vapour around him, which can easily kill you if you stand in it for too long.
Azmodan's favorite lieutenant and former concubine, and the leader of the Succubi presumably after Andariel's death. You fight her as you penetrate into Azmodan's realm to destroy the Sin Hearts powering his invasion.
Combat Sadomasochist: She screams in pleasure at some of your hits, and seems to fantasize about what she is going to do to you.
He was once a lieutenant of Andariel, granted the title of Lord of Despair. He presided over the Plains of Despair, serving as a warden and keeper of prisoners, such as Izual. After Andariel's death in Diablo 2, Rakanoth shifted his allegiance to Diablo when the latter became the Prime Evil (thus becoming the new Lord of Anguish) and assaulted the High Heavens. During Diablo's assault, Rakanoth was summoned to imprison Auriel, the Archangel of Hope.
Hope Crusher: This is Rakanoth's job during Diablo's invasion of Heaven, which he does by capturing Auriel. He succeeds in driving pretty much everyone in both Heaven and Sanctuary to despair before the Nephalem kills him and releases her.
Humans of Sanctuary
Adria is a witch who arrived in Tristram shortly before the troubles within the cathedral began. Being a witch, she was not well-liked by the villagers and even Cain was wary of her, however he found her a valuable partner when it came to researching the evils within the cathedral. When Tristram finally fell, she was nowhere to be found, having fled before the demons arrived and tore it down. It is later learned in the third game that she was pregnant with the hero of the first game, Aidan's, child: Leah. She immediately left Leah in care of someone else after she was born and eventually Deckard Cain adopted Leah as his niece.Unfortunately, Adria turns out to be an agent of none other than Diablo himself, who uses the Black Soulstone of Zoltan Kulle as a means to bring all seven of the Great Evils together in one place, and then, in one of the most horrific betrayals of the entire series, she turns her own daughter Leah into a vessel for Diablo to be reborn as the sum of all seven Evils in one being, the Prime Evil. As Adria never receives a proper punishment for what she did to Leah in the original game, Reaper of Souls brings her back as the second major boss of Act V.
A Jeweler that the Nephalem comes across stuffed into a barrel in the aqueducts outside Caldeum, while he was searching for a valuable cursed crucible. He tags along, but is also on a quest of his own that involves finding (and fixing) a magical jewel with an evil spirit trapped inside. He recalls the multiple misadventures (and romantic conquests) that he's had on his quest, but also states that the "never touched" truth and that his memory isn't all that good. There exists the possibility that he might be an ancient Xiansai trickster-god... or he might simply be a crazy old man. Nonetheless, he is your main go-to guy for crafting gems and jewels for your gear.Reaper of Souls revealed that he used to be Zei, but renounced godhood after his love was killed.
That Man Is Dead: Shen denies that he is Zei as he is no longer a god. He renounced godhood after his love was killed.
Unreliable Expositor: Even if he isn't a trickster god, it's difficult to tell how much of his stories should be believed.
The last of the Horadrim, an order of scholars and magi formed by Tyrael to combat the threat of the Great Evils. He is the descendant of the leader of the Horadrim, Jered Cain. Old and wise, he aids the heroes of the games by giving away useful knowledge and identifying certain items. He can come off as rambling and a bit too eager to locate certain truths. In the first game he acts as the local town elder in Tristram and is, apart from Adria who fled the town beforehand, the only survivor of the fall of Tristram, having been stuck in a cage. He's eventually rescued by the heroes of Diablo II, whereafter he aids them for all of the remaining acts. Following the destruction of the Worldstone, he believed that the demon invasion would come instantly. When he learned this wasn't the case, he travelled about for twenty years, along with his adopted niece Leah, searching for the pieces of the Prophecy of the End Days. While in the cathedral of Tristram, he has pierced almost the entire prophecy together, just as the Fallen Star lands on the cathedral and plunges Deckard down into its depths, starting the events of the third and final game.
Action Survivor: He is supposedly not a fighter, but an avid adventurer as he has to gather certain knowledge from dangerous places. In addition, he is incredibly lucky when it comes to surviving certain death, like the fall of Tristram and the Fallen Star landing on him.
Ancient Keeper: Inherited the tomes of his ancestor, Jered Cain. Only late in his life did he take his duty seriously.
My Greatest Failure: In his earlier years, he ignored the prophecies passed down from his ancestor. By Diablo III, he's trying his best to make up for his previous foolishness.
Nice Guy: He's very friendly to the P Cs in all three games.
A blacksmith in the town of New Tristram in the third game. His grandfather was Chancellor Eamon, a close advisor to the king, who was buried with the king's crown so that the Skeleton King could never rise again. In New Tristram, he's the one in charge of disposing the people who has been bitten by the undead. However, he hesitates as he is about to have to kill his own wife Mira, but the hero of the game assures and assists him in this task. Afterwards, he both sets up his blacksmith shop and tells the hero of the location of the crown so that the Skeleton King can manifest in physical form and finally die. When the hero retrieves it, Haedrig fixes the crown up as good as new so he or she can destroy the Skeleton King. He thereafter becomes the hero's go-to guy for crafting magical gear, setting up shop in the towns the hero goes to in order to help them.
The Blacksmith: Haedrig's stock in trade. With enough training, he can forge some awesome gear for your character.
Badass Normal: He's an ordinary blacksmith, but the one time he fights alongside you (to cull the newly risen dead) he does well.
Blue Blood: During Haedrig's younger years, his family were nobles in Caldeum. When false rumors began circulating that his grandfather, Leoric's chancellor, was responsible for his madness (he actually stayed in Tristram and saved many lives during the Darkening), his father was killed by Tristram refugees hellbent on revenge.
Doom Magnet: Sees himself as such...not entirely without merit, either.
Mercy Kill: He's the one who has to inflict this on those bitten.
Captain of King Leoric's knights. As King Leoric's madness became apparent and Lazarus' poisonous advice took hold of the king, Lachdanan was sent off to fight against Westmarch. When he returned from the disastrous campaign, he found the king's madness having only increased and that he was slaughtering the people of Tristram. As such, he found himself forced to slay the mad king. However, after having given the king a proper burial, he rose from the grave as the Skeleton King and cursed both Lachdanan and his men to servitude in death. While cursed, Lachdanan managed to flee as the only one, but as the curse took hold, he dared not venture out of the Tristram Cathedral for fear of turning on the people he should be protecting. The hero of the first game eventually acquired an elixir for him which allowed him to pass on peacefully. In the third game, his journal can be found scattered within the cathedral catacombs and a ghostly vision of him slaying the mad king appears before the hero fights against the Skeleton King.
Badass Grandpa: He certainly looks old enough, and as the leader of Leoric's knights, he certainly fights well.
Cool Helmet: Grants the player his helmet, the Veil of Steel, after the completion of his quest.
Determinator: While he succumbs to the curse, he refuses to give in to the evil which constantly gnaws on him.
Hero of Another Story: Is generally applauded as a great man and a hero of Khanduras, but his actual deeds before the king's madness took hold remain unknown.
Honor Before Reason: He was honor-bound to obey the king's command and fight against Westmarch.
I Cannot Self-Terminate: After being cursed by the king, he asks the player to retrieve an elixir for him that'll allow him to pass on peacefully.
Incorruptible Pure Pureness: Of all of Leoric's knights, Lachdanan is the only one who manages to withstand the curse and retain his own will.
Knight in Shining Armor: A noble and loyal knight who put an end to his beloved king's madness, while also managing to resist the curse put upon him. He is also remembered fondly by the villagers in Tristram for his heroic deeds.
My Master, Right or Wrong: Very loyal to King Leoric and dutifully obeys the call to fight against Westmarch despite knowing how bad an idea it was. However, when he returns to Khanduras he finds the king slaughtering his own subjects in his madness, forcing Lachdanan to slay him.
Old Soldier: Judging by his portrait in III, he's an old but loyal knight, who's served for many years.
The Undead: Was turned into one by the king's curse, but thankfully he retained his mind and was helped to die by the hero of the first game.
King Leoric was a devoted follower of Zakarum and as such he placed great trust in Archbishop Lazarus from the Church of Zakarum. However, unbeknownst to him, the heart of the church had been corrupted by Mephisto and Lazarus was no exception. In the labyrinth underneath the cathedral in Tristram he found Diablo's soulstone and shattered it, unleashing the Lord of Terror, who immediately tried to possess Leoric. While Diablo failed, Leoric was maddened by his attempts to possess him and Lazarus used this opportunity to sow distrust of his own court in the king. He also manipulated the king to send his own army into a meaningless war against Westmarch which only weakened his own armies. After Diablo gave up trying to possess Leoric, Lazarus took Albrecht, Leoric's youngest son, down into the labyrinth underneath the cathedral where Diablo took over the prince's body. He was eventually slain by the hero of the first game when he came knocking, trying to find the missing prince.
Beard of Evil: Curiously not present in the original game, but his Diablo III portrayal has one.
Corrupt Church: Not only is he an archbishop of the Zakarum, which was corrupted by Mephisto, but he himself is corrupted by Diablo.
Evil Chancellor: While Chancellor Eamon was a good man who tried his best to save lives during the Darkening of Tristram, the same cannot be said of Lazarus. Not only was he responsible for the release of Diablo from his soulstone and sowing in King Leoric much of the paranoia that plagued him and ultimately drove him mad, but he was also responsible for luring many people of Tristram to their deaths at the hands of the demonic Butcher in the depths of the Cathedral. The only two survivors of this betrayal were Griswold and Farnham, who came back crippled (in Griswold's case) or insane (in Farnham's case).
Evil Sorcerer: When the player finally fights the guy in the first game, he proves to be quite powerful in magic, and can be quite the nasty foe to face.
Light Is Not Good: Archbishop of Zakarum, also known as the Religion of Light, and oh dear he is not a good guy.
Mad Scientist: Diablo III reveals that he had an old tomb infested with spiders that he did magical experiments on.
Uriah Gambit: Manipulating the king into sending his armies against Westmarch safely disposed of a lot of Lazarus' foes in the court, with exceptions being Lachdanan and Prince Aidan
Introduced in the third game, Leah is the daughter of Adria and Prince Aidan. After being born she was left in the care of a supposed friend of Adria's, though at some point Deckard Cain picked her up and raised her as his adoptive niece while they travelled around the world. Having been born after the Prime Evils had been slain and as such raised in a world without the threat of demons looming over the world, she is highly sceptical of her uncle's stories. She still aids him in his research, even if she does not believe in the Prophecy of the End Times that Deckard Cain searches so fervently for. A very driven young woman, she does her very best in aiding wherever she can, be it helping the guards of New Tristram or tending to the wounded all night.
Action Girl: She is quite good with the bow and over the course of the game learns to control the hidden power within her.
Agent Scully: Leah believes that her adoptive uncle Deckard Cain's warnings about the Prophecy of the End Days are just more of his crazy stories, and though she definitely believes in demons, she refuses to believe that their coming has any major significance. She gets over this by the end of Act I, after her uncle gets killed in front of her and she witnesses Tyrael's fall through his eyes.
Arbitrary Skepticism: She often discounts Deckard Cain's "stories", despite seeing evidence to the contrary with her own eyes.
Break the Cutie: Leah goes through utter hell during the course of Diablo III. Not only is she proven completely wrong about the demons, she's Forced to Watch her beloved adoptive uncle Deckard Cain get tortured and killed right in front of her by Maghda. And then at the start of Act III, she personally goes through a hellish vision from Azmodan to lure her to Arreat Crater, during which he reveals to her that he knows of her plan to trap the Great Evils in the Black Soulstone and that he's sending an entire army of hellspawn to get it so that Azmodan can become the Prime Evil. And then she's forced to keep the Black Soulstone together with her power throughout the course of the act so that the Evils cannot escape, which is incredibly painful and draining for her. And this is all beforeshe gets betrayed by her own mother, who uses the aforementioned soulstone to use her as a vessel for Diablo to be reborn as the Prime Evil himself. Poor girl...
Nice Girl: One of the few genuinely sweet, decent and kind-hearted people besides her Uncle Deckard in the entire franchise.
Parental Abandonment: Father is dead, mother is who-knows-where. She's as such raised by her adoptive uncle. Her father was Aidan, the son of King Leoric and host to Diablo at the time of her conception, while her mother comes back in the second act of III.
Leoric came to Khanduras as a lord from the east and he quickly rose to becoming king of Khanduras. He ruled justly and wisely for many years, through which he was dearly beloved by his people. Alas, this was not to be. The cathedral in Tristram from which Leoric ruled turned out to have been built upon Diablo's prison. Released by the Archbishop Lazarus, Diablo promptly attempted to possess and take over the king. While the king was too strong-willed to be possessed, the ordeal gradually made him lose his own sanity. In addition, Lazarus fed him lies, convincing him to turn against the neighbouring kingdom of Westmarch, which was militarily superior to Khanduras, by making him believing Westmarch was plotting to overthrow him. Diablo eventually stopped trying to possess Leoric and instead turned on his youngest son, Albrecht. Madder than ever with grief over his son being missing, the king turned on his own subjects in Tristram, leading to the infamous Darkening of Tristram, for which the returning captain of his knights, Lachdanan, had him slain. Yet, this would not be the end of the king, as he rose from the grave and cursed the knights who slew him. He was eventually slain by the hero of the first game, Aidan, who is revealed in Diablo III to have been his eldest son. He returns in the third game, having been awakened by the Fallen Star, however not in fully physical form. He still commands his undead legions however and sends them against New Tristram, but the hero of the game eventually manages to make him manifest physically and slay the Skeleton King for the third and final time. In addition, his journal can be found within the lower levels of the cathedral, detailing his thoughts from his arrival in Tristram to his final bouts of madness.
Axe Crazy: The reason he had to be killed; by the end of his reign, he saw everyone in the population as a conspirator and ended up executing his own wife.
Beard of Evil: When he became a madman and also still has it as the Skeleton King.
The Caligula: During the final days of King Leoric's reign, Leoric was a stark raving madman who had many people being tortured and executed under suspicion of conspiracy against the kingdom (helped along by his Evil Chancellor Archbishop Lazarus), up to and including his own wife and queen Asylla, until Lachdanan, the most loyal of his knights, was forced to slay him to put an end to his madness. While this isn't touched upon much in the original Diablo, in Diablo III, you get to visit some of Leoric's old torture chambers, and free the spirits of some of the people who suffered under his mad reign.
Came Back Wrong: Came back as the vile Skeleton King after his death, twice.
Cool Crown: The crown he wears is quite fancy and is also used to awaken him so that he can die one final time. Players can also obtain and wear it.
Dying Curse: "Traitors! Even in death, the armies of Khanduras will still obey their king! Even if you will not..."
Go Mad from the Revelation: While his mind had already been utterly addled from the strain of resisting Diablo's attempt to possess him, Leoric broke completely when he found out his son Albrecht was missing.
Dirty Coward: She rarely goes for a direct approach, instead relying on her Triune, demon summoning, tricks and illusions. The only guy she killed personnally was Deckard Cain, and she did it while he was weakened and immobilized by her minions. Even when you finally confront her, she goes half of the fight behind a shield and sending demon berserker thralls to fight you. The Wizard even lampshades it by saying he/she didn't think she would have the guts to face him/her in person.
The Dragon: She is revealed to be this to Belial when she murders Cain.
Religion of Evil: Her Coven is a remnant of a cult called the Triune that worshipped the Prime Evils as gods, and they're very big into Cold-Blooded Torture for their various rituals, including illusions.
Smug Snake: She thinks she's more important to Belial's plans than she actually is. She's also not nearly as clever as she thinks.
Undying Loyalty: Despite Belial being possibly one of the worst bosses ever, she is fanatically loyal to him. Even when you meet her ghost in the final act, it's revealed she is mad about what happened to Belial.
Villainous Breakdown: It's subtle, but she displays signs of it when your character points out Belial is using her as a pawn to distract the protagonist from him.
Wicked Witch: Well, she isn't exactly ugly, but her voice and skin still makes her a bit scary.
Bad Dreams: Mentions in the cinematic intro that he suffers from this...
The Insomniac: Throughout the second game's cinematics, he only gets to sleep for real once and that's out in the desert. Poor guy.
My God, What Have I Done?: When he realizes he not only released Baal and failed to deliver his soulstone to the heroes, but that he also ended up giving the soulstone back to a disguised Baal, this is essentially his reaction. Then Baal puts an end to his misery.
Sanity Slippage: Poor guy gradually loses his sanity through the cinematics as narrated by himself.
Unwitting Pawn: Baal tricks him into removing the soulstone from Tal Rasha's body. Then, Baal tricks him into handing over the soulstone.
A Vecin mystic, introduced in Reaper of Souls, with the ability to see into the future. You meet her in Westmarch, during an early quest. Once she joins your entourage, she provides enchanting (the ability to change one stat on an item) and transmogrification (the ability to change the appearance of items).
Butterfly of Doom: Her justification for not revealing most of what she sees in the future. The one time she tried to change the future she saw (by saving a girl from demonic possession), the girl's immediate family died and the girl ended up in an asylum.
Design It Yourself Equipment: She provides a limited version of this, allowing a player to (within limits) change the appearance of each item, and reroll one stat on each item. (Exactly one stat per item; you can only reroll the same stat on an item once you've had it done.) This can be done as long as the player has the gold (and, in the case of the stat reroll, the materials) to have it done.
Stepford Smiler: Resorts to this as she can see what the future holds for everyone, and she cannot directly do anything to prevent bad things from happening.
The most powerful of the original founding members of the Horadrim, Zoltun Kulle is... or rather was a mage of unparalleled power and skill, probably the best ever. He was also completely insane. He participated in the Horadrim's hunt and capture of the three Prime Evils , and served as the keeper of the order's Soulstones. After the hunt was complete, he lost his sense of purpose, and became obsessed with the power of the Soulstones, and with duplicating and improving Tyrael's design for them. Eventually, he left the order and retreated to the deserts outside Caldeum, where he built his Archives, a place where he conducted unspeakable experiments aimed at creating a Soulstone of his own, which he would then use to unlock his Nephalem potential (that the Worldstone had supressed). His evil spread so far, and became such a threat that the order rallied against him, eventually breaching his Archive and stopping him before he could complete the Black Soulstone, his creation. Since they were unable to kill him, however, the order instead removed his head, hiding it away while stashing his body in Another Dimension, and sealed his Archive with a curse. Obviously, he's far from dead...
Even Evil Has Standards: He is aware that the Angiris Archangels one held a vote for the fate of humanity, and also that Tyrael originally voted for mankind's destruction, despite the fact that "there is no Justice in murder".
Evil Genius: The Archives and his Black Soulstone are repeatedly stated to be incredible accomplishmnets, especially since Zoltun had to work with the Worldstone's influence limiting his power. Even Tyrael, an archangel, is sincerely impressed.
Evil Sounds Raspy: Combines with his naturally low voice to produce a very creepy effect.
Obviously Evil: Nobody in the party trusts him, and he's well aware of it. Nor does he make any secret of the fact that he intends to use his power to rule the world once revived. He dies because of it, but in the end it turns out he had a point regarding the motives of certain other party members.
We Can Rule Together: He repeatly offers this to your playable character, arguing that you and him are Not So Differentdue to your character being a Nephalem and that your allies are manipulating you. He does have a point on the last part.
Well-Intentioned Extremist: Zoltun Kulle wanted to bring about a world where humanity would reign supreme in Sanctuary. The horrible things that he did to accomplish this goal (up to and including torturing and murdering his own wife in the name of researching the Black Soulstone) would damn his name among the Horadrim and lead to his death at their hands. Not for nothing did they call him "Murderer. Torturer. Monster."
Kulle: I am many things, Templar, but I am no liar. With all the secrets I have learned over the centuries, the truth is far more entertaining.
Uldyssian ul-Diomed, son of Diomedes, is the main character of the Sin War trilogy written by Richard A. Knaak. Though only a simple farmer, Uldyssian would become the first of the Nephalem-descended humans to manifest his immense powers.
A warrior who served in the Mad King Leoric's campaign against the neighboring nation of Westmarch, when this man returned from service he found his beloved homeland cursed and set out to vanquish the source of the impending demonic invasion. In the end the Warrior was able to defeat Diablo, but his fatal error was his decision to try and forever seal him away within his own body by plunging the soulstone into his head. His name is later revealed in Diablo III to be Aidan and is also revealed to have actually been King Leoric's eldest son.
Badass Normal: Well, story-wise. Gameplay-wise, all the three classes could use spell scrolls.
Demonic Possession: Possessed by Diablo in Diablo II, though he keeps fighting a vain battle against Diablo's influence. He eventually loses just as he is about to reach Baal.
Evil Makes You Ugly: Following the jamming of the soulstone into his head and Diablo beginning to try and take over, he becomes a broken shell of himself, both in spirit and appearance. Try and compare his handsome appearance in the portrait to his appearance in the Diablo II cinematics.
A rogue captain from the Sisterhood of the Sightless Eye, she traveled from her people's ancestral home to aid Tristram against the invasion of Diablo and his minions. She returned home notably different from the experience and when Andariel invaded the rogues monastery home, she was corrupted by the Maiden of Anguish.
A powerful spellcaster, member of the most powerful of the eastern mage clans - the Vizjerei Clan. He traveled from his home of Lut Gholein to help vanquish Diablo and his hellborn minions, but his experiences drove him mad. When he returned home he delved in Things Man Was Not Meant to Know in the Arcane Sanctuary and Jumped Off The Slippery Slope.
Cool Old Guy: Judging by his character model's grey hair, he's likely rather old.
Dead Person Impersonation: Though it's unconfirmed, it's almost obvious that Horazon is dead and he impersonates him in the Arcane Sanctuary.
Combat and Support: All of the classes are a fair balance of both, but the Paladin most notably due to his auras.
Fighter, Mage, Thief: Barbarians and Paladins under fighter, Necromancers and Sorceresses under mages, and Assassins under Thief, with the Amazon and Druid being a mix of all three, but excelling at none.
Introduced in Diablo II, it's a very versatile class that can play well in melee and ranged combat. May use bows and crossbows, Spears and Javelins to use her abilities better. May be able to summon a Valkyrie to help in battle. In story the Amazon is a mercenary from a nomadic culture of warrior women from the south sea.
Boobs of Steel: She's the bustiest of the three females. She's also the one most suited for melee combat.
Blade on a Stick: Javelins and Spears are one of her specialties, having an entire tree devoted on different ways to stab the enemy.
Game-Breaking Bug: Almost all of her melee abilities are bugged to the point of uselessness, such as the bolts in Lightning Strike doing no damage, while fend, as soon as any hit misses in the sequence or is interrupted (including by any of the Amazon's passive damage avoidance skills), all subsequent hits will miss while the animation plays out and you are beaten to death.
Overshadowed by Awesome: Spearazon is this towards Werewolf/bear druids, Paladins, and Barbarians for this reason. Javazon, on the other hand, averts this.
A class introduced in the expansion. Can become one of the fastest characters but is not that bulky. Can play as a melee warrior with martial arts or ranged with elemental damage with her traps. In story she is from the Viz-Jaq'taar, also known as the Order of the Mage Slayers, an ancient order originally founded by the Vizjerei Clan to hunt down and eliminate rogue magi.
Casting a Shadow: Has two good abilities based on this to summon a shadow of herself to help in fighting.
Fire, Ice, Lightning: Can use all of three elementals in different attacks being Phoenix Strike capable of using all three.
Kick Chick: If the player is using a build based on Martial Arts, she may become one of those.
Master of Unlocking: Like the Rogue before her, the Assassin does not need a key to open locked chests.
Introduced in Diablo II. A very bulky class designated to go melee in battle. Can use various weapons with efficiency, has a good list of battle skills and his Warcries have nice effects to him and companions. In story he is a warrior from the city of Harrogoth.
Badass Normal: Unlike the others, the barb relies entirely on his physical strength.
Bald of Awesome: Partially, as he's still got a ponytail, but it's enough for him to qualify.
The Berserker: His Berserk attack. It's very powerful but drops his defenses to 0.
Charles Atlas Superpower: Many of the barbarian's abilities are implied to come from this sort of thing (natural resistance from surviving a tough environment, increased speed and stamina from constant combat practice and hunting, etc.)
Introduced in Lord of Destruction. A warrior of nature who specializes in summoning animals and spirit pets, transforming and using fire and wind based attacks. In story he is a Warrior Poet from a tribe of forest dwelling Barbarian exiles, practicing nature magic.
A user of the arts of the dead introduced in Diablo II, who has troubles if going to battle physically, but is a great caster, using bone and poisonous spells, summoning minions or cursing his enemies. In story he is a priest of the Cult of Rathma come out from the underground city of the eastern jungles to help restore balance between life and death.
Balance Between Good and Evil: Their philosophy, which means that so long as demons are wreaking havoc on Sanctuary uncontested, they'll fight them.
Dark Is Not Evil: This guy dress with skull motives, use a morbid magic based on poison, curses and rising the dead, and apparently has some weird tastes, but judging by his dialogue, he is at worst an Anti-Hero. One of this Necromancer's apprentices appears in Diablo III and he is firmly on the side of good, putting troubled spirits to rest.
Heroic Albino: Though possibly not naturally, as it's implied his hair and skin bleached as a result of spending so much time in tombs.
A holy warrior introduced in Diablo II. Essentially a melee class with a few ranged spells and auras that give him and the party various bonuses, as well as debuffs to the enemies. In the story the Paladin is one of the mighty Knights of Westmarch who fought against and defeated the armies of King Leoric during his reign of madness. While the original Church of Zakarum has long since become corrupted, the Paladins long ago split with it in protest against its increasingly harsher methods in spreading the faith. Despite this, they still actively work to spread their brand of the faith of Zakarum.
Bolt of Divine Retribution: Fist of the Heavens calls down a bolt of holy magic to smite foes and subsequently spreads out Holy Bolts to harm undead.
Cast From HP: Sacrifice utilizes the Paladin's health for a powerful strike, but it can very deadly for the Paladin himself.
Combat Medic: Can heal allies with Holy Bolt. Also, his Prayer aura.
Defector from Decadence: The Paladins that settled in Westmarch all defected from the Church of Zakarum as it gradually became more and more corrupt.
Drop the Hammer: Blessed Hammer summons a hammer that swirls around the Paladin and strikes his foes.. The Warhammer is also one of his preferred weapons.
Knight in Shining Armor: As a Knight of Westmarch he's clad in very shining armor and is devoted to furthering both good and the cause of his faith.
Mighty Glacier/Stone Wall: Thanks to his auras, he can either choose to be a huge damage dealer with the fanaticism aura or tank it out with Salvation or Defiance.
Nerf: Blessed Hammer no longer ignores enemy resistances as of 1.13.
Spell Blade: With the ability Vengeance the Paladin infuses his weapon with elemental magic.
Status Buff: Has auras that raise attack power, speed, physical defenses and magical resistances.
Super Speed: Charge, which can be used for its intended purpose of quickly reaching and attacking an enemy or be used as this to travel over large distances (provided one has the spare mana potions to keep it up).
The basic caster class of Diablo II; she can choose from the Fire, Ice, Lightning trees to cast very variable spells. In story, she is a magi from the all female clan of Zann Esu, from which all members are hand picked from a young age to study magic to perfection. The canonical name of the sorceress who helped in defeating Diablo is Isendra. She is also the mentor of the Wizard from Diablo III.
Stripperiffic: Shows the most amount of skin in her default appearance.
Teleport Spam: Has a teleport ability that lets her ignore terrain
Diablo III Character Classes
Diablo III Players Characters/The Nephalem
Tropes Applying to all classes
Badass: Sure, all player characters in Diablo were this, but those ones especially stand out as being the first to get a real victory against Diablo, not to mention actually get him into a Villainous Breakdown.
Deadpan Snarker: They all have their moments of this, though the Demon Hunter and the Wizard are the most prominent.
The Dreaded: One of the cultists writes about losing sleep after hearing about an enemy that has single-handedly killed dozens of cultists, especially since he's been sent to keep a look out for him/her.
Everyone Calls Him Barkeep: No matter how you name your character, he/she will always be referred to either as a "Hero/Heroine" or by his/her class name. "Nephalem" will become the most frequent designation he/she will get after The Reveal.
Genre Savvy: All of the characters are incredibly well-learned in a lot of tropes that occur in the Diablo universe, from Belial's schemes to obvious traps, the characters will usually comment on it, but spring it anyway knowing they can handle it.
Immune to Fate: Stated to be their ability; since none of them has his fate written in the Scroll of Fate, they are the only ones who can Screw Destiny and save the Creation from Diablo.
Even more so against Adria in Reaper of Soul. Even the normally kind and forgiving Witch Doctor relishes in getting an opportunity to kill her.
Shipper on Deck: Starts encouraging Kormac to act on his feelings for Eirena and her to give him a chance late in Reaper of Souls.
Stripperiffic: All of the female characters (except the Crusader) begin the game wearing very little clothing.
Lampshaded in one of the dialogues between the Enchantress and a female Wizard:
Enchantress: Do all women dress like you, in your country?
Female Wizard: Well, I do show slightly more than most.
Supporting Protagonist: Granted, their role isn't minor in any way, but other than fight the enemies, they have no direct leading in the plot. They don't even show up in the cinematics, as those focus instead on Leah and occasionally Tyrael.
...Until Reaper of Souls, in which the protagonist plays a major role in the story. And your hero will also appear in the ending cinematic.
Transhuman: All of them are revealed toward the game to be Nephalem, the Angel/Demon hybrids humans are descended from. This is apparently the reason they are so unusually powerful, as well as what makes them Immune to Fate.
The sole returning class from Diablo II, the Barbarian plays similarly to his earlier counterpart. Earlier, Blizzard stated that the DIII barbarian was the same as the DII version, but this is no longer the case. The Barbarian uses Rage, which builds up when using certain abilities, but fades away when not in combat. The female Barbarian is given the name "Sonya" in Heroes Of The Storm.
Amazonian Beauty: The female barbarian is huge and quite muscular, but no less of a beauty for it.
The Berserker: His energy is Rage, which when maximised causes the Barbarian to go even more into a rage.
BFS: While the Barbarian cannot do the One-Handed Zweihänder thing like his Diablo II counterpart, he or she is the only class in the game that can wield Mighty Weapons, which run the gamut from giant one-handed cleavers and axes to giant two-handed clubs and swords.
The Big Guy: The largest of the five classes, and the largest human character in the game. You tower over all other NPCs.
Continuity Nod: He can summon the three ancestor spirits that were bosses in Diablo II.
Death Seeker: According to the entries in his/her journal, the Barbarian wish nothing more than getting a honorable death in the hand of a Worthy Opponent. By the end of the game, though, s/he admits that while this is still something s/he is looking for, s/he realize now that there are many things worth living.
Dual Wielding: One of the three major classes who can do this, the others being the Monk and the Demon Hunter.
Game-Breaking Bug: Using the Barbarian's Charge ability right into a cinematic (Ghom and Cydaea's boss battles) will loop the Charge ability on the Barbarian to remain permanent. Any of the rune power-ups for Charge can get stacked on the exploit, but the 8% life leach that originally comes with Charge is the biggest part of the exploit because it works with ALL your damaging attacks after activating the exploit. The insane life-regeneration, increased damage and even the possibility of PERMA-STUN turns the Barbarian into an unstoppable Juggernaut that borderlines God Mode. You will only truely die if you just simply stopped trying to fight.
Ludicrous Gibs: The Barbarian's Cleave ability with the Disrupt rune is quite capable of producing this en masse.
Parental Abandonment: It is not known what happened to the Barbarian's mother, but he lost his father in his youth to an archer in battle with the forces of Westmarch. The barbarian climbed the walls of Bastion's Keep and kept his emotions in check until he found the one who did it, whereby he went berserk on him and strangled him to death.
Spin Attack: The Whirlwind skill, which allows you to damage multiple foes around you at high speed.
Status Buff: The Barbarian's Shout abilities (such as Battle Rage and War Cry).
Super Mode: Wrath of the Berserker transforms your Barbarian into a powerful warrior even larger than his/her usual form with big white hair and serious melee power, in addition to being immune to certain status effects until it wears off.
Unstoppable Rage: A trademark of the Barbarian, especially when Wrath of the Berserker is invoked.
Vengeful harbingers of righteous doom who bring swift judgment and death to the hellish creatures daring enough to trespass on the mortal lands of Sanctuary. The Demon Hunter goes Guns Akimbo with crossbows, and uses a variety of traps and devices to keep enemies at bay. Their energy is divided into Hatred, which replenishes quickly and focuses on offense, and Discipline, which replenishes slower and keeps the Demon Hunter out of harm's way. In the tie-in story, the female Demon Hunter's name is Valla.
Attack Drone: The Sentry skill summons a stationary turret to fire at enemies.
Automatic Crossbows: The Demon Hunters' crossbows, especially hand crossbows, often fire as fast as semiautomatic weapons — and when they turn on Rapid Fire, it's machine gun time!
Berserk Button: Besides the obvious (demons), they don't appreciate others insinuating that the crossbow is a coward's weapon.
Brutal Honesty: Will casually inform any wounded civilians if they're about to die. Basic attitude if someone has to kill their wife before she turns into a zombie? "Sometimes death is the only mercy we have left."
Casting a Shadow: Many of their skills which include summoning creatures called Shadow Beasts.
Chainmail Bikini: Averted with the high level armor, played straight by the early ones.
The Comically Serious: The Demon Hunter's dour personality is usually played for laughs when interacting with other characters.
The Cowl: The Demon Hunter is probably the closest any of the game's playable characters comes to this archetype.
Crossbows Akimbo: The Demon Hunter is the only character in the game who can dual-wield hand crossbows.
In the Hood: Along with the cloak, this is part of the Demon Hunter's full attire.
Jerk with a Heart of Gold: By all accounts, the Demon Hunter is a less-than-tactful hardass who does not tolerate cowardice or show any pity for those who would surrender to destruction. But he or she shows a very protective side when it comes to the innocent and bears a certain amount of sympathy for those who have lost family, especially to demons like he or she has.
Knife Nut: The Impale line of skills which is a very powerful knife toss.
Holy warriors from the Theocracy of Ivgorod who believe that the madness and chaos of Sanctuary are destined to be brought into order, and that it is their sacred mission to assist their thousand and one gods in doing so. Monks are physical attackers who are very good one to one but have difficulty with crowds. They use Spirit, which is built up through combos and specific moves, and can be used for devastating attacks.
Sage conjurers, enchanters, and mystical warriors who are driven by a charge to maintain spiritual balance and harmony in the violent world of Sanctuary. They command ancient magics rooted in the primal powers of life and death, and are adept at summoning fearsome, shadowy creatures. They use Mana, which replenishes slowly and can be drained from enemies.
Bad Powers, Good People: The Witch Doctor's abilities are often quite sinister—hurling spiders, poison, and flaming skulls, to say nothing of summoning zombies—but he/she is unquestioningly one of the heroes.
Baleful Polymorph: The hex spell, which turns enemies into chickens...or, if you select one of the runes in particular, turns the Witch Doctor into a chicken (that soon explodes in the enemy's face).
Bears Are Bad News: The Gargantuan summon is a flaming skeletal bear, and one of the runes for Zombie Charger turns it into a trio of Zombie Bears.
Beware the Nice Ones: The Witch Doctor is perhaps the kindest and most personable of the player classes, but when s/he has a chance to exact revenge against the witch Adria, s/he obviously is looking forward to it.
Blow Gun: At least one default ability manifests as this.
Creepy Good/Dark Is Not Evil: Even more so than the Necromancer; s/he looks scarier, but the Necromancer seemed to have Anti-Hero traits, while the Witch-Doctor, according to his/her dialogues, seems actually surprisingly nice despite his/her creepy appearance and powers. He/She is actually one of the friendliest and kindest characters in the playable classes.
Darkest Teganze: The inspiration for the Witch Doctor's look and personality.
Deadpan Snarker: Comes out every so often in his conversations with Lyndon.
Does Not Like Shoes: Barefoot by default. Most "boots" manifest as anklewear on them. With the Vanishing Dye, any foot gear can leave them barefoot.
Nice Guy: Ironically for his/her really morbid powers and tastes, the Witch-Doctor turns out to be the nicest and kindest of the player characters.
Nightmare Fetishist: Let's see...not only does this guy/gal's wardrobe includes skulls and bones, he/she also uses zombies dogs and bears as pets, hurls jars filled with cat-sized spiders, likes a place full of giant carnivorous spiders (in fact, s/he express regret for killing the Spider Queen at the end of the boss fight), and regularly communicates with the spirits of the dead. And seeing his/her dead sister's ghost dancing with said spirits is a wonderful thing to him/her.
Granted, it's implied that the afterlife that the Witch Doctor's referring to isn't a bad place at all, and the spirits that they see their dead sister with are quite benevolent...
Primal Fear: The Horrify skill serves to invoke this effect in enemies.
Wizards are renegade spellcasters who use their bodies as vessels for arcane energy, forsaking the more careful path favored by other magic users. They manipulate all manner of forces to disintegrate, burn, and freeze their foes, and they can control time and light to teleport, create powerful illusions, and deflect oncoming attacks. They use Arcane Power, which regenerates quickly. However, their spells have cooldown times, due to the dangers of channelling too much energy. In the tie-in short story on the Diablo III website, the female Wizard's name is Li-Ming.
Arbitrary Scepticism: Despite being a magic user in a Dark Fantasy world full of Demons, Angels, Ghost and many other supernatural things, the Wizard outright tells Shen and the Templar s/he doesn't believe in Gods or an afterlife. S/he gets better however, eventually admitting that, after all that happened, s/he doesn't really know what to believe in anymore.
Energy Beings: A late game spell lets the Wizard become one. In-game, this gives her/him a new astral form, the ability to produce shockwaves by hitting the ground and an enhanced version of the disintegration spell that doesn't cost anything in mana. Naturally, the form only is temporary.
Equivalent Exchange: Why the other mages fear him/her so much in the backstory. He/She defies or ignores the laws of Equivalent Exchange that bind other mages, because he/she believes his/her cause is just enough that any magical fallout from his/her actions is a small price to pay.
Game-Breaking Bug: Using the Wizard's two spells Teleport and Archon in a certain way does something completely unintended on Blizzard's part... God Mode. Thats right, an exploit that will make your Wizard immortal to ALL imcoming damage whatsoever. (FIXED)
Glass Cannon: Even has a passive skill named this, that increases damage at the cost of reduced defense.
Church Militant: While the Church is corrupted, the Crusaders themselves continue to serve the cause of Zakarum and eventually cleanse it of corruption.
Cool Horse: The ability Steed Charge summons a magical horse which picks up the Crusader to charge unimpeded through a group of enemies for a short time.
Deadpan Snarker: Though all the heroes have this, the male Crusader's take on this is much more direct and barbed, which is put in sharp contrast to his otherwise professional, courteous demeanor and speaking style.
The female Crusader, while being a lot less snarky than the other female player characters (save for the witch doctor) still has her moments.
Death from Above: Falling Sword teleports the Crusader away and down upon a group of enemies. It's described as the Crusader essentially becoming an artillery shell.
Drop the Hammer: The Crusader is capable of conjuring hammers infused with holy magic, which they either throw straight at their foes or send spinning around themselves in a circular pattern to hit every foe in its path.
Epic Flail: The Crusader wields a huge flail as their signature main hand weapon.
The Fundamentalist: Averted. An early conversation in Act 1 reveals that the Crusader feels that people are free to follow whatever faith brings them comfort. For instance, when Haedrig mentions that his deceased wife was a witch (she was locked up for being one when they first met), the Crusader's reply?
Crusader: (cheerfully) Well, at least she wasn't a criminal.
Mighty Glacier: The Crusader has been described as a war-machine made human, and being so heavily armored as to be considered an immovable object. The One-Handed Zweihänder passive skill below reinforces this.
Nice Guy: The Crusader's quite friendly and easygoing when talking with his allies, and is often sympathetic whenever they're upset.
One-Handed Zweihänder: The Heavenly Strength passive skill allows the Crusader to wield a two-handed weapon in one hand and a shield in the other at the cost of a reduced maximum movement speednote All player characters can achieve a maximum of 125% move speed independent of temporary buffs. Heavenly Strength reduces the Crusader to 110% maximum.
The Paladin: The Crusader is a Paladin devoted to the search for a way to cleanse the faith of Zakarum. Even when they learn that the root cause of the corruption (Mephisto) has already been dealt with, their mission is not ended, as they believe that the quest still has importance.
Pre Ass Kicking One Liner: During the mini-introduction to one of the game's larger enemies, the Colossal Golgor, the character comes upon three shaman who summon in a beast with gory effect. All the other classes will comment in dismay on the horror of the ritual or its "evilness" as the beast bursts in and begins to attack. The Crusader?
"Ah. Finally, a challenge."
The Quiet One: Compared with the other classes, the Crusader doesn't waste words and speaks with the greatest succinctness (and politeness). They also have a penchant for understatement, for instance reacting to news that Demon Lord Belial has taken over Caldeum by promising to "have words with him".
Seeker Archetype: They seek to find and destroy the corruption within the Zakarum church. Even with Mephisto dead, their quest continues, as they believe the quest itself has importance.
Shield Bash: The Crusader doesn't just use their shields to defend themselves, but also uses them to bash in the heads of their foes.
Summon Magic: The Crusader has the ability to summon a magical horse to ride or a group of soldiers to charge their foes.
Tranquil Fury: Most of the time, the Crusader will maintain a calm attitude, even when it's clear that they're absolutely livid.
Mercenaries (Diablo II)
A group of people who can be hired to assist the player in Diablo II starting with the defeat of Blood Raven.
Tropes That Apply As A Whole:
Fighter, Mage, Thief: Desert Mercenaries and Barbarians as Fighters, Ironwolves as Mages, and Rogue Scouts as Thief
Four Is Death: The reason there isn't a merc in act 4? No-one would brave through hell just for money.
The Hirelings of Act I are available from Kashya in the Rogue Encampment. As Rogues, they specialize in the use of Bows and can be useful for ranged support. If the Rogue Hireling has any special abilities (Fire or Cold arrows), they will be listed in the recruitment window.:
Sequel Hook: They all have unfinished business that, it is hinted, will be addressed in an expansion.
Still true as of the end of Reaper Of Souls. Lyndon wants to find out why his love (and his brother's wife) killed her husband, while Eirena wishes to found an Order in honour of her sacrificed Sisters. Kormac wishes to find other templars to inform them about the truth of their order.
Kormac the Templar
Anti-Hero: He's pitiless and unforgiving towards wrongdoers (especially betrayers of the Order like Jondar) and sees nothing wrong with his order's practice of simply executing criminals—at least when you first meet him. On the other hand, he's passionate about helping the villagers and farmers who are endangered by the monsters and undead horrors that are loose in the land.
The Atoner: His explanation of his reasons for becoming a Templar is that he was a criminal taken in by the Order, and that his service is atonement for his past sins, which he no longer remembers due to the "purification" that was part of his initiation. It's later subverted when he discovers that, in all likelihood, he has nothing to atone for, and was merely convinced that he did so that the Order could make use of his skills.
Badass: When you first meet him, you have to free him as he is being cursed by sorcerers while stripped of his armor and weapons. As soon as you get him free from the curse, he helps you kill them with his bare hands.
Black and White Insanity: Kormac's views on morality are highly simplistic, to the point that he can't understand how evil can walk in the day because to him it's obvious that Light is Good and Dark Is Evil. Unfortunately for him, the world he lives in isn't nearly so clear-cut.
Break the Haughty: His experiences over the course of the game, particularly if the player goes through all of his conversations, leave him a much humbler man than he was when he first appeared. By Act IV, he acknowledges that he's misjudged both the Player Character and Lyndon and apologizes to both for his arrogance.
"Some days, I think I would have been happier living a simple life. A farmer does not accomplish great deeds, but he sows his seeds and sees a harvest in good time. There is peace to be found in such gentle accomplishment."
Celibate Hero: It's implied that being a Templar requires a vow of celibacy. In Act V, after defeating the Grand Maester of the Templar order, the Player Character will convince Kormac that he is no longer beholden to his Templar vows and he can finally act upon his feelings for Eirena.
Cold-Blooded Torture: This is what Kormac's "initiation" into the Templar order basically amounted to. Kormac calls it necessary to cleanse and purify him of sin. The Player Character doesn't see it that way. The Wizard in particular is outraged, telling him that the Inquisitors "treated him like an animal. Worse than an animal." As revealed later, the Templar Inquisitors don't give a damn about the guilt or innocence of an initiate, and will gladly pile false sins upon an innocent if they consider him a potential asset to the order, as happened with Kormac and his brother-in-arms Jondar.
Go Mad from the Revelation: He is afraid this might happen to him if he ends up discovering things he might not like about his order. Eventually averted; he is shocked and horrified when he finds out what the Inquisitors did to him and probably many other innocent people, but as he points out later, his faith is not that weak, and he will try to bring his order back in the right way rather than quit and go evil like Jondar did. When he later finds his order is irredeemable, he resolves to free his fellow templar from their indoctrination.
Good Is Not Soft: He is unwilling to forgive betrayal and judges criminals should all be executed immediately after his crimes. His nice behavior when interacting with your character is still enough to keep him in this territory.
Holier Than Thou: Can come off as this at times, especially early on in the game.
Knight Templar: Literally, though he is a rare heroic example; even though his conception of justice tends to be extreme, he has good intentions and is open-minded enough to not just team up with but genuinely befriend the player character, even if he or she is a class with radically different beliefs than his own such as a Witch Doctor (a class that thrives on Creepy Good and Dark Is Not Evil) or a Monk (who Kormac seems to actually embrace as a kindred spirit). Played straighter by his order; when he discovers that the Templar brainwashing was being done by the commands of his order's leader, he pulls a What the Hell, Hero? on them.
Large Ham: "BY ALL THAT IS HOLY! Do you see that enemy over there?!"
Principles Zealot: Borders on a Deconstruction of the trope, since the order brainwashed him.
Stone Wall: Kormac's main function ingame is as a tank for squishier player characters.
Undying Loyalty: To his Order, of course. Even after he find outs the Awful Truth about it, he is horrified, but decides that while he will have to make them answer for their crimes, his faith won't be broken. Only when he learns that the corruption in the order goes to—an likely comes from—the top does he abandon it, though he does keep loyalty to his fellow templar, and resolves to free them from their indoctrination.
Why Did It Have To Be Spiders?: As revealed in the Caves of Araneae, a place crawling with Giant Spiders, Kormac is none too fond of the things. He states that "he had a nightmare like this once" if he accompanies you in there, but if you've got Lyndon in your party, he will tell you about Kormac's fear of spiders. Unusually, he doesn't seem to mind the Witch Doctor's use of the little buggers during your fights.
The Atoner: The PC can eventually get him to reveal that he sends most of the wealth he steals back to Kingsport to support his brother's wife and children and to pay off the Merchant's Guild in order to someday get his brother released from prison, in an effort to make up for the theft he pulled that got his brother, a city guardsman, put in jail in the first place. In the expansion, this ends in tragedy.
Badass Normal: No holy training like the Templar; no mystical powers like the Enchantress; and none of the special talents that the players classes have. He STILL holds his own.
The Casanova: He clearly has a bad habit of flirting with every pretty woman he meets, up to and including Auriel. Yes, including your character if you choose to play a female.
Casanova Wannabe: Of course, the female playable characters, Eirena and Leah reject him when he tries something. Male PCs even tells him point-blank that women don't like him as much as he thinks they do, which he shrugs off. Only Myriam shows any interest in him.
Character Development: When you meet him, he seems like nothing but a sleazy rogue, more of a Nominal Hero more than anything. By the third act, however, the events he's been through have brought out a nobler side in him:
Lyndon: I really didn't expect all of this when we met. Beat. But now Leah, Adria, Tyrael — even poor old Deckard Cain — they're all depending on you...and, I suppose, on me.
Dark Is Not Evil: He uses assassin-like moves, his design becomes more and more dark as his level raises, he is clearly not very honest, but he is at worst a bit of a jerk.
Foreshadowing: One of the random encounters you can find is helping an alchemist save his brother from a cult. When he rewards you before departing, Lyondon replies: "Don't worry about it. Brothers should keep together." This is a hint that he still thinks well of his own brother, and is secretly sending much of the gold he steals to pay off said brother's prison bail.
Greed: His motivation for almost everything, including joining you (according to him, the more dangerous a quest is, the better is the reward).
Honey Trap: When first encountered, he's been seducing a farmer's daughter and convincing her that he's in love with her in order to obtain a valuable relic, a method it's clear he's used sucessfully more than once before. When the relic turns out to be a bust, he latches onto the player character as an excuse to abandon the girl.
Jerkass: He is a womanizer, prone to relying on Honey Traps, often sarcastically mocks Kormac's idealistic behaviors and has no scruples regarding stealing items from inside the group. However...
Jerk with a Heart of Gold: As much of a jerk he can be, he genuinely shows concern for Leah after Deckard Cain got killed in front of her, even advising you to talk to her, arguing he can't do it himself because "he is not good with those things." And apart from that, he gets a few other moments to show that deep down, he's a good guy. By the end of the game, it's pretty clear he is a much better person than he initially appeared to be.
Lyndon (against Succubi): Naked infuriated women trying to kill me? This reminds me old days in Kingsport...
Not Me This Time: Since he was a thief and loved his brother's wife, she immediatly assumed he purposely caused his brother to end up in jail so he could get her back... when in truth, it really was an accident, and he genuinely didn't intend this to happen.
Baleful Polymorph: One of her abilities is a hex that can turn enemies into chickens.
Barrier Warrior: Eirena can increase the armor of both herself and whoever she's following, which comes in really handy later on.
Charm Person: Eirena can temporarily turn a monster against its fellows in a big fight.
The Chosen One: Reaper of Souls revealed that the other Sisters were sacrifices to ensure that she survives to the present day. This was because the Prophet deemed her to be the strongest of all the Sisters.
Cloudcuckoolander: Has some strange habits, such as reciting her incantations to herself so she won't forget them.
Detached Sleeves: Her late-game outfit adds sleeves that end just shy of her shoulders.
Dying Curse: When she and her sisters killed a corrupt Vizjerei, he used his last breath to place a curse on them. The exact nature of it is unknown....but it may be one reason Eirena's sisters are dead.
Fish Out of Temporal Water: Due to being put in stasis for centuries, she is a bit disturbed by the change of time, constantly noticing how things changed and asking questions about new cultures and behaviours (such as if everyone dress like your character in his/her country).
Hero Secret Service: She was put into stasis by a Prophet specifically to await the Player Character and assist them in preventing the end of the world. Ends up becoming a Deconstruction; not only does she deal with the issue of being a Fish Out of Temporal Water and with Survivors Guilt over possibly being the last of her sisters left alive, it's revealed that her other four sisters were sacrificed—without her knowledge—to make sure Eirena survived to the present date.
Eirena: I wonder if my sisters would have been able to learn to live in this different time. I was the most worldly of us. Barbarian: I find that surprising. Eirena: Oh? Do I seem so out of place? Barbarian: What about that time in the tavern? Eirena: I would rather not speak of it.
Eirena: The templar is so strange around me sometimes. Player: That's because he's in love with you. Eirena:What?! Player: You didn't notice? Eirena: No!
Self-Made Orphan: When Eirena and her sisters learned that the Vizjerei lord who raised them were in the business of summoning demons, they waited till he and the other Vizjerei gathered together to summon a greater demon and then killed them all. Pity about the Dying Curse, though.
Stripperific: Her initial top covers... well... very little of her body. It's even lampshaded during Act III when she complains about her dress not being appropriate for the weather, and the player snarkily asking her if it's really appropriate anywhere. She slowly loses this as she levels up, eventually leaving the only bit of skin shown from her face and some Zettai Ryouiki.
Survivors Guilt: Out of the five girls put in stasis by the Prophet, she is the only known survivor; two of the others are dead, and the last two have not been heard from. Her guilt is doubled when she realizes her other sisters were sacrificed by the Prophet to make sure she survived to the present date, a sacrifice she would never have asked for herself. She feels sympathy toward the one sister who accepted a Deal with the Devil to avoid this fate, and wonders what she might have done in the same situation.
True Sight: She can see through the illusions of Belial's minions.