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Ability Required to Proceed: In Hellfire (an expansion pack to the original game), you cannot reach the insect hive until the farmer character knows you well enough to talk to you about his problems (and then to give you the explosives you need to create an entrance to the hive).
Adventure-Friendly World: In the world of Diablo most of the magical equipment you come by (barring some made using ancient relics) was forged by the demons for use in their wars. The events of the first game created a bustling trade from adventurers dredging the items up from the demons of the cathedral, while most traders in Diablo III admit to getting their goods by stealing, looting corpses, or digging them out of the ground.
The Alcoholic: Farnham the Drunk, a comedic character who actually had a tragic side to him; he had to watch most of his friends get slaughtered during a raid in the dungeons. He lost his mind and fell to drink soon after being one of the only survivors of those who followed the treacherous Lazarus into the Cathedral.
All There in the Manual: Background information for much of the series is not actually in the game, though you do get plenty of tidbits from NPCs. The Diablo manual contained most of the plot and backstories of all the races and units. This includes a very vivid description of a little boy being transformed into Diablo.
Almost Dead Guy: The dying villager at the entrance to the Church that begins the "Butcher" quest in Diablo. Since he'll hang on forever as long as you don't speak to him, and you don't actually need to speak with him to deal with the Butcher, some players simply ignore him in order to save his life.
Ancient Tomb: The cathedral holds many free-standing stone coffins, many of which contain skeletons that will attack you. And then there is an entire level called The Tomb of King Leoric, which is not particularly ancient, but is still crawling with skeletons.
The Diablo Warrior. You know that somewhere during his voyage to the East, he realized that Diablo has more and more control over him, and that instead of seeking salvation, Diablo will make him free another Prime Evil.
Inarius the angel. Mephisto tore the wings from his back, sliced open his eyelids, and sealed him in a prison of mirrors. He's got nothing to do for the rest of eternity except gaze upon the reflection of his ruined form.
And Then John Was a Zombie: At the end of Diablo, the hero defeats Diablo and jams its soulstone in his/her own forehead to contain it. This results in the hero becoming the new Big Bad in Diablo 2. This was later retconned in Diablo 2 by saying that said hero was more or less mindraped into doing so.
Angels, Devils and Squid: The series mainly focuses on the Angels and Devils, but some Squid are present in the novels, such as the dreamers, who are stated to come from a dimension beyond both Heaven and Hell, as well as whatever Trag'Oul is (although, he's more of a benevolent squid).
Animate Dead: Justified on the website. Evidently skeletons are actually dirt and bone dust held together by magic, rather than actual skeletons.
Anti-Grinding: Each floor had a finite number of enemies, limiting experience and item acquisition. Although it's obvious fast enough that you can still grind by starting a new game with the same character, resetting the entire dungeon bosses and all.
Area of Effect: Diablo and Diablo II feature lots of spells and effects with a circular hit radius, like Nova and its counterparts of other elements (including Diablo's Fire Nova), the Sorceress's Static Field (drops every nearby enemy's HP by a direct percentage), the Necromancer's Corpse Explosion and curses, the Barbarian's Warcries (both the buffing and de-buffing ones), and the Paladin's auras.
Armor and Magic Don't Mix: In a roundabout way. A character's ability to wear a piece of armor (aside from level and any specific class restrictions on an item) more often than not depends on how many stat points are in STR. The result is that the 'pure' mage class (the sorcerer) can't wear the heaviest armor because the player has likely put most of their stat points into INT. In other words, they can't wear the armor because they're squishy, and they're squishy because they train their minds more than their bodies. Additionally, the first game gives sorcerers the lowest STR cap of any class, further restricting what armors they can equip.
The Artful Dodger: Wirt, who deals in illicit goods and has perhaps the saddest backstory of the entire first game.
Awesome but Impractical: Diablo has a LOT of spells that are cool but useless. Town Portal can be learned as a spell, but you're very likely to find a scroll anyway. Couple that with the fact you have to learn it multiple times to reduce the mana cost to reasonable levels (especially for the Warrior) and, well... Likewise, Healing is a lot less useful than just slugging back a potion, and the unique ability each class has will see use only on the far side of never. Telekinesis has no redeeming qualities whatsoever (you can just walk up to the items, and being able to push a foe back a square is more than inadequate for the amount of mana it costs).
Don't underestimate Telekinesis. It is useful if you're playing under multiplayer rules (death = all items drop to the floor) and you have to extract your precious items from under the noses of the monsters that killed you with those items on and will most likely kill you again without them, over and over until they swarm the only entrance to the level.
Badass: Any character who dives into hell and makes it his/her own blood soaked parking lot deserves special mention. Especially single handed.
Became Their Own Antithesis: King Leoric went from a righteous and noble king to a bloody-handed madman and eventual undead abomination by the time that Diablo and his Evil Chancellor Lazarus got through with him.
Big Bad: Diablo, the Lord of Terror, is the Big Bad of the series that bears his name, though in Diablo II, he shares this status with his two brothers, Mephisto and Baal, as the "Prime Evils."
Black and Gray Morality: See Light Is Not Good. With a few exceptions, the forces of Heaven have little to no regard for humanity. At best, they see them as pawns in their war against Hell and at worst they want to completely wipe out Sanctuary because it is part demonic.
The Blacksmith: Griswold repairs your weapons and armor and buys and sells them as well.
Bloodstained Glass Windows: The first half of the game revolves around working your way down through a cathedral's basements and catacombs.
Bloody Bowels of Hell: Hell consisted of what seems to be bony walls filled with blood. The Nest in Hellfire was even more organic, but less infernal.
Boring Return Journey: Not only the Town Portal spell, but all the action takes place underneath the same town. Every now and then you'll find a secret passage that takes you right back to the surface.
Boss Banter: Three bosses (the Butcher, the Archbishop, and Diablo himself) have set phrases that they say when you encounter them
"AH, FRESH MEAT."
Boss in Mook Clothing: Interestingly, Diablo himself, the final boss of the game, is treated as a regular mook known simply as "The Dark Lord".
Bow and Sword, in Accord: Your warrior ought to hang on to a bow in case he gets a chance to shoot anything through a portcullis. (Most enemies can't open doors.) For the Rogue, this is much more important, as if she's caught at close range she needs a sword and shield to defend herself.
Breakable Weapons: Using the repair skill at lower levels would fix the weapon, but lower its maximum durability number, meaning it would need fixing again sooner. Also, items reduced to Zero Durability are destroyed, making low durability items like the Thinking Cap very tedious to use. However, there were shrines in the game that raised maximum durability, and making use of the Thinking Cap item (which had 1 durability) to start with, almost required exploiting these shrines.
Building of Adventure: The series tends to have these. The original had all its action take place in the Tristram Cathedral and its various basements.
The Butcher: A powerful boss demon which you can be confronted with.
"Aaaah, Fresh Meat!"
The Caligula: King Leoric of Khanduras was once a just and noble king, but was driven mad by Diablo's attempt to take him over. When his Evil Chancellor, Archbishop Lazarus, kidnapped his youngest son Albrecht to be made a vessel for Diablo, Leoric lost it completely and fell into this trope's territory, having many people tortured and executed, up to and including his own queen, out of paranoia, an event that would come to be known in Tristram as "the Darkening." Leoric was slain by the captain of his army, Lachdanan, who could no longer bear to see his people suffer under his liege's madness. Unfortunately for Lachdanan, his knights, and Tristram, the story did not end there.
Cannibal Larder: The Butcher's room is covered in blood and features corpses hanging from hooks on the walls.
Chain Lightning: The spell called "Chain Lightning" isn't actually chain lightning. Instead, it shoots piercing lightning bolts at all enemies within range for massive damage against tightly packed enemies.
Chaos Architecture: The labyrinthine catacombs to Hell with their dead ends and lava caves under the cathedral in Tristram weren't built that way. They were perfectly normal catacombs that just happened to imprison a Prime Evil, who took over.
Cherry Tapping: The Telekinesis spell is the ultimate way to cherry tap your enemies.
Choice of Two Weapons: It's a fairly good idea to have this set up. Warriors occasionally find themselves needing to shoot at something (or, in the case of enemies trapped on the opposite sides of portcullises, want to pick enemies off at a distance.) A rogue often finds herself needing to resort to hand-to-hand if fast enemies are encroaching, so having a sword and shield and the strength to use both available helps. Straying out of Bow and Sword, in Accord and into Magic Knight, magic is helpful to the rogue as well, though the warrior's maximum magic is so low that its barely worth his while. The sorcerer is pretty damn awful with both bow and sword, but its worth giving him a bit of strength and a light sword and shield in case he runs out of mana (True, you might be screwed if this is the case, but it's better than nothing).
The Chosen Many: In all the games, all of the classes are canonically involved in the quest, regardless of which one the player chooses, though the player never meets the others in a single-player campaign.
Chupacabra: A Scavenger-type boss monster named El Chupacabras.
Class and Level System: You select one of several different character classes, but how you develop the character is up to you. Leveling up gives you five stat points you can add to your strength, dexterity, life or magic however you see fit.
Come for the action, stay for two weeks without a break.
Compilation Re-release: The Diablo Battle Chest, which includes both the first two Diablo games and the second game's expansion pack Lord of Destruction.
Concept Art Gallery: The game manuals themselves for the two first games had pages of concept art and background stuck in between everything else.
Continuing Is Painful: Dying results in you dropping all your items until you can get them back, provided someone else doesn't gank them in the meantime if you're playing multiplayer. Getting to your stuff can be a headache in itself, especially if you died to something really tough or a swarm of them.
Continuity Snarl / Retcon: There are several inconsistencies across the series, although most players pay so little attention to the story that they won't realise it.
The writings of Abd al-Hazir say that the Tristram Cathedral was built around 912 over the vault where Diablo was imprisoned, but Diablo hadn't even been exiled to Sanctuary at that time.
The Diablo 1 manual says that after their exile the Three Brothers ravaged the lands of the Far East for countless centuries, but in the game it is stated that they did so for decades. In the current timeline 50 years pass between their exile and capture.
Before he came to Khanduras Leoric was originally a northern lord, this has been changed to an eastern lord.
In the Sin Wartrilogy of novels the robes of the order of Dialon are azure, they should be crimson. While the robes of the order of Mephis should be azure instead of black. (To match the color of their Soulstone)
There are many errors in Scales of the Serpent, where the statue of Dialon has a hammer instead of tablets and where the one of Bala has tablets instead of a hammer.
In Scales of the Serpent, the high priest of Dialon is named Arihan and is said to have had his title for a long time, but in Birthright all the high priests are named (Malic, Herodius and Balthazar) and Arihan isn't part of them.
Council of Angels: The setting of Sanctuary in which the series takes place primarily concerns a war between demons from the Burning Hells and angels from the High Heavens. The demons are led by the three Prime Evils and the four Lesser Evils, and in the final book of "The Sin War" trilogy, a council of five angels referred to as the Angiris Council decide the fate of the world after the main conflict is over. The angels, by the way, are doing a really lousy job, but then they're kind of jerks anyway, the main exception being Tyrael, the archangel who cast the deciding vote for humanity to continue to exist.
Crapsack World: The world of Sanctuary. Well, technically the tie-in novels make it a Crapsaccharine World, but the games themselves focus on what happens when the veil's stripped away, followed three seconds later by the flesh off your skull. The game starts with the noble king of Khandruas going insane and being corrupted and his kingdom being destroyed. Then you have to kill the undead king, plus demons are killing people, the prince has been kidnapped and possessed. After 16 annoying levels you finally make it to the Big Bad, the title archdemon and beat him... except the prince is now dead and you just became Diablo's new, more powerful host.
Cross Player: There's a specifically-sexed sprite for each character: male (Warrior, Sorcerer), female (Rogue)
Cut-and-Paste Environments: The series prides itself for its randomly generated dungeons, and apart from a few carefully-constructed areas (boss levels, the last parts of final dungeons, towns etc.) it manages to avoid this trope completely.
Cutscene: The games are renowned for having, at the time of their release, very well-done pre-rendered animation.
Getting hit with enough damage will stun you (or an enemy) and you can get stunned repeatedly which leads to a stunlock. Avoiding stunlock is pretty much the basis of all warrior's strategies, and is important to ALL chars. If you do get stunlocked, all you can do is mash healing potions hoping for a chain of misses. Meanwhile, your equipment was taking damage along with you, could break completely in just a few seconds once the durability alarm appears, and once broken would vanish forever. But then this is the game where clicking the wrong shrine takes away mana permanently and some monsters cause permanent life damage, so it's fair.
On the bright side, this makes even the boss fight against Diablo a cinch. To elaborate: monsters can get stunned by spells they are not resistant to, usually dooming them because the cast speed of any character that wants to cast spells exceeds the hit recovery speed of the monster, but past the midgame just about everything is indeed resistant (or immune) to everything. Well, except Diablo himself, who for some reason is the only non-undead in the whole game that can be hit by the lowly Holy Bolt spell. And Holy Bolt deals pure damage that cannot be resisted...
Deconstruction: The series as a whole is one to Heroic Fantasy. No matter how hard you fight, no matter how many hellspawn you slay, the Great Evils will always be one step ahead of you, your actions will, more often than not, help them with their goals, and they will always succeed in their plans and get what they want, even in death. Always.
The Butcher is an Overlord demon and a challenging boss early on, but later you can dispatch countless Overlords who are even stronger, albeit without the cleaver.
Zhar the Mad appears halfway through the game as a boss. Dark mage type enemies resembling him are later found in the final Hell levels.
Dem Bones: Skeletons are a common foe in the early levels
Demonic Possession: Diablo: Diablo has possessed Prince Albrecht, the Warrior's little brother. And the ending? The player character gets possessed after he got tricked into inserting the dark Soul Stone unto his forehead.
Demon Lords and Archdevils: The Seven Great Evils: The Prime Evils Diablo, Mephisto, and Baal, and the Lesser Evils Andariel, Duriel, Belial, and Asmodan. Diablo is the only one you face in the first game; the rest come into play in the sequels.
Devil but No God: Averted. There isn't a devil either. In Hell you have the Three Prime Evils and their four lieutenants, and in Heaven you have the Angelic Council. Sanctuary itself was created by a relationship between an angel and demon.
Diabolus Ex Machina: The game ends with you killing Diablo and ramming his soulstone into your own head so you can contain him with your mind. It did not work so well. In fact, Diablo possessed the hero and used his power to strengthen himself so he could escape the dungeon and revive the other Prime Evils.
Did You Just Punch Out Cthulhu?: The whole point of the games, although how said punching out actually ends up turning out sets up the stories of the sequels.
Doesn't Trust Those Guys: Among drunkard Farnham's words of wisdom: "I've never seen [Adria the witch] eat or drink, and you can't trust somebody who doesn't drink at least a little." Well...
Do Not Run with a Gun: Diablo is a case with both player and monsters suffering from this. But some special move are a combination of move and attack.
Doomed Protagonist: The ending strongly implies this of the hero, who has rammed the soulstone into his or her own head to attempt to contain Diablo's evil. Diablo II makes very clear how bad an idea this was.
Door of Doom: Diablo has this in spades. Lets you go to hell with horrors at the other end.
Door To Before: There's a portal to each of the 3 main areas, the Catacombs, the Caves, and Hell.
Downer Ending: The game ends with the hero making an attempt to contain Diablo's evil by ramming the soulstone into his forehead, but it's implied that this is doomed to fail. Diablo II shows just how bad an idea this was.
The Dreaded: Diablo, the antagonist of the series. Appropriate, given that he's the Lord of Terror.
Dual Wielding: The Bard had a crude form of it; they reused the Rogue animations so she's only ever shown holding one sword, but gets double damage and the ability to hit multiple enemies simultaneously when equipped with two.
Dude, Where's My Reward?: In the ending, after the hero has fought through hundreds of monsters and finally defeated the Big Bad, what does he get? He shoves Diablo's Soulstone into his own forehead, which causes him to become Diablo in the second game. Justified in that it is a Crapsack World where No Good Deed Goes Unpunished.
Dummied Out: Half of the new monsters introduced in Hellfire are just things that were dummied out in the original game.
Dungeon Bypass: As a game with randomly generated dungeons, it will occasionally end up generating a floor's exit right next to its entrance. You can't bypass the entire dungeon this way, but you pretty much end up bypassing that floor. One speedrunner takes advantage of this feature to finish the first game in a matter of minutes, by reloading every time the next floor wasn't laid out this way.
Dungeon Crawling: The series, which began life as a Roguelike which had you killing demons and undead in a sixteen-level dungeon and ultimately became the Hack and Slash series we know and love today.
Durable Deathtrap: Diablo doesn't have many traps of the classic variety, but a common baffling feature of dungeons is skeletons inside barrels. Who put the skeleton in there? Why hasn't the skeleton broken out? If the skeleton put himself in there so he could ambush you, why does he always wait to show himself until you've broken open the barrel and the skeleton is directly in the path of your weapon?
The manual states they were people who were sealed in barrels to die. As for why they hadn't broken out and wait until you destroy the barrels...
Dying Curse: Lachdanan and his knights are cursed to eternal damnation by King Leoric, who they were forced to slay to put an end to his madness.
King Leoric: Traitors! Even in death, the armies of Khanduras will still obey their king! Even if you will not...
Dying Town: Tristram is slowly but surely decaying away as Diablo's influence spreads.
Early Bird Boss: The Butcher. Early level players will get, well, butchered the first time they fight the dude, although fortunately you don't actually have to kill him the first moment you see his lair and you can wait until you're some levels higher. He can even be literally impossible for some characters when they first meet him, as he regenerates health too fast to kill.
Early Game Hell: The hardest boss is the Butcher, encountered at level 2 and quite capable of surviving all your mana potions and staff charges and killing you in two hits.
Early Installment Weirdness: Diablo was markedly different from its sequels. Aside from the expected differences in scope, lore, balance and gameplay features, the first game was much more survival oriented and featured several instances of NetHack-style permanent character damage. Shrine effects were irreversible and not all were positive, and there was a monster that would permanently reduce your maximum life. When you died in multiplayer mode, all your gear would end up on the ground and would be lost forever if you were unable to recover it. This would be unthinkable in the sequels which revolve around Min-Maxing character builds and Item Farming.
Easy Levels, Hard Bosses: Boss fights in the series are often a lot more difficult than the areas before or after them. The Butcher set the trend.
Elemental Crafting: Diablo has this in a slightly unusual form; they have a rather standard set of metals and gems, but mechanically they're treated like any other magical item power, so an "Iron Short Sword" or "Bronze Dagger" is considered a magic item by the game. In the original Diablo, the useful metals are Bronze < Iron < Steel < Silver < Gold < Platinum < Mithril < Meteoric; the negative ones are Tin and Brass. Gems provide elemental resistances; Topaz < Amber < Jade < Obsidian < Emerald give across-the-board resistance to everything. The specific resistances are colors (Red and Crimson for fire, White for magic, Blue for lightning, etc.) at the lower levels, but become gems when more powerful; Pearl < Ivory < Crystal < Diamond for resistance to general 'magic', Garnet < Ruby for fire, Lapis < Cobalt (OK, it's a metal, not a gem) < Sapphire for lightning.
Elemental Weapon: A staple of the games. In Diablo, they can come with elemental powers.
Elite Mook: Quite literally. Elite mooks basically have a different colored name, more hit points, some new powers, and drop higher loot. Otherwise, they're the same as their type. They also tend to be surrounded by a cadre of their type, which are normal except for a single buff.
The Town Portal spell, which takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly.
Hellfire added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you the way it usually did or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
Ethnic Magician: A black sorcerer and two white warrior types as player characters.
Everyone Has A Special Move: The three player characters in the original game had unique special abilities (item repair for Warrior, trap disarm for Rogue, and staff recharge for Sorcerer), while basically sharing the pool of abilities they could theoretically learn.
Evil Chancellor: Archbishop Lazarus was this to King Leoric of Khanduras. He was corrupted by Diablo long ago, and not only influenced him for the worse when the archdemon in question tried to take him over, but was responsible for many of the knights of Khanduras being killed in a war with Westmarch, the luring of many adventurers into the Tristram Cathedral to be murdered by the demonic Butcher, and the kidnapping of Prince Albrecht, Leoric's youngest son, to be a vessel for Diablo.
Evil Smells Bad: Upon entering the catacombs, the main character comments, "The smell of death surrounds me."
Evil Sounds Deep: No matter what game he's in, Diablo rocks the evil demonic voice.
Expanded Universe: A number of novels penned in the world of Sanctuary, including the Word of God canonized Sin War Trilogy starring the Sanctuary equivalent of Heracles/Jesus set thousands and thousands of years before the games take place.
Expansion Pack: Hellfire was an official expansion, but it was made by a third party and was pretty sloppy in quality.
Eye Motifs: The seal of the Horadrim order includes what could be a pair of very stylised eyes, dripping, within a triangle.
Eye Scream: In the intro, you see a close up of a crow picking out the eye of a decaying body. While not looking too realistic by today's CGI standards, that was a pretty unpleasant scene at the time of release.
Fallen Angel: Izual, Inarius, Imperius, and probably others. The apparent lack of any Ascended Demons bodes ill for the fate of the setting.
Fauns and Satyrs: Goatmen, which are actually demons and not related to either goats or humans (or, at least, they weren't originally; Diablo IIIretconned it).
Female Angel, Male Demon: Diablo has a picture of an female angel and a male demon for the health and mana orbs respectively. This doesn't apply to the characters on the other hands, as both Angels and Demons are shown have both male and female, with mostly male characters being portrayed for both. The backstory, on the other hand, inverts it with Star-Crossed Lovers Inarius and Lilith, with the former being a male angel and the latter being a female demon.
Fighter, Mage, Thief: Played completely straight, with the Warrior, Sorcerer, and Rogue, respectively.
Fireballs: It has fire magic in it after all so that's almost compulsory.
First Town: Tristram, was in fact the only town in the game.
Forever War: The ongoing war between Heaven and Hell, which is even called the Eternal Conflict. The period where angels and demons fought in the mortal realm of Sanctuary was called the Sin War, and it only ended when Uldyssian, a nephalem (one of the offspring of renegade angels and demons who were the ancestors of humanity), sacrificed himself for the sake of humanity.
Friend in the Black Market: This arises as a gameplay mechanic in an awful lot of video games (especially RPGs) where the shopkeepers expect the heroes to cough up the dough even when the world is about to end. After all, Adam Smith Hates Your Guts. It fits this trope more than Honest John as at least they sell you legitimate items. Except that little snotrag Wirt.
From Bad to Worse: Diablo driving King Leoric of Khanduras insane, bringing him back as a powerful skeletal demon, and then possessing his youngest son Albrecht. He then Mind Controls the hero of the first game, who it turns out is the King's older son Aidan, into sticking the piece of Diablo's soulstone into his own head.
G - L
Giant Mook: The horned demons appearing halfway through the game, and megademons on the later levels that are quite deadly and come in large numbers.
Guys Smash, Girls Shoot: The first game has a similar arrangement, with a female Rogue who functions best as an archer, and a male warrior and wizard.
Healing Spring: Blood fountains and purifying springs, which provide an endless supply of health or mana at a rate of ONE POINT PER CLICK. Keep in mind a high level character will have hundreds of points in either stat. It also has murky pools, which are single use and randomly change your attributes by moving a single point from one attribute to another, which is unlikely to either be beneficial or even help you all that much when it is, considering you will have tens of points into all of them by the time you start finding these.
Heart Drive: The Soulstones have a nasty tendency to get used as these by the demons corrupting them, complete with taking over new hosts.
Hide Your Children: In Diablo, there is a peg-legged young boy in Tristram named Wirt with whom you can "gamble" to buy items. He's the only child seen during the entire game; the manual and NPC dialog indicate that all the other children have already been killed by the demons.
Horny Devils: Diablo has an army of succubi. Albeit, they're not particularly sexual creatures, rather color-coded, fireball-flinging, batwinged, naked women.
Hot Bar: There's a hotbar where you can assign your usable items (perhaps most importantly, healing potions) and spells.
Hub Level: The town of Tristram, where you were given quests and sold loot.
Hyperspace Arsenal: The games have different inventory areas, each with a different amount of limited space, that represent easily-accessed belt pouches, holding space in a backpack, a treasure chest in town, etc. You still never see this backpack, and it can comfortably hold multiple suits of full plate armor.
If You Kill Him, You Will Be Just Like Him: Used rather cleverly in the first game: killing its human host doesn't affect Diablo at all, so the hero tries to imprison the Lord of Terror in his own body. It doesn't work, and by the end of the second game he literally becomes Diablo.
Infant Immortality: Averted. Although you can't kill any children in-game, the story states that Diablo possessed a young prince's body. When Diablo is finally defeated in the end of the first game, his body turns back into that of the dead prince. Made even more tragic by Diablo III, which reveals that the Warrior who canonically defeated Diablo was the prince's older brother Aidan. The guilt Aidan felt from killing his little brother made it easier for Diablo to possess him.
Infinity–1 Sword: There are a lot more powerful swords available than Griswold's Edge, but those are all random drops, whereas Griswold's Edge is guaranteed if you get the right quest, and it does do decent damage and knock back enemies. In addition, its additional damage is fire damage, which is the only energy type that's of any use in the final level.
Informed Equipment: There were very few models of armor, though there were some different ones for different kinds, specifically light leathery armor, medium chain-y armor, and heavy plate armor.
Inventory Management Puzzle: Trying to juggle between armor, weapons, potions, scrolls, and money could make for a very challenging time. Sure, money stacked, but the richer you were, the less room you had left in your inventory. Even worse, due to a glitch it became impossible to buy the best armor in the game because carrying enough gold to pay for it meant there wasn't enough room for the item itself!
Invisible Monsters: The genuinely creepy The Unseen, which do come visible when they attack, but before that could fill the entire room without you knowing it. Also, due to a bug in the level generation routine, they do not respect the safe zone around the entrance. So when you just arrived in the level and you are gathering your bearings, casting Mana Shield, checking item durability, etc., they could be right behind you, getting closer. And if this is multiplayer mode, your gear is now on the floor next to a sea of enemies right at the stairs.
Irrelevant Sidequest: Played straight in the two first games, when the player character, on his way to killing demons that threatened a small town or destroyed it and overran the world, also can collect medicinal herbs for people suffering from random diseases, recover heirlooms with purely sentimental value, seek out treasure troves completely unrelated to demons, and help a not immediately hostile demon because he offers you a reward.
Is Nothing Sacred?: Pepin says that page's quote when you report to him that demons have stolen a sign from someone's home. He is disturbed by the idea that the demons from the labyrinth have become bold enough to have ventured through the village at night.
In single-player Diablo, the Archbishop Lazarus is accompanied by two named witches; while this alone might not count as this trope (seeing as it can be considered a trio of bosses), the pack of Hell Spawn and Advocates that emerge from a disappearing wall does most definitely count.
Diablo himself is in a room with lots of high-level mooks, though he can be triggered by way of ranged attacks that leave the mooks out of the fight.
Most of the unique monsters tied to quests come with a cohort, notably including The Skeleton King and The Warlord of Blood. All of the regular uniques come as part of a group of regular monsters of their same type, though that's more of an inversion as the mooks come with a boss rather than the boss bringing along some mooks.
Keystone Army: In the single player game, all surviving monsters die when Diablo is killed.
Large Ham: All the NPC characters to some degree; given their limited sprites, their voice actors had to compensate. Adria takes the cake, though; all her lines are chock full of portentous pseudo-wisdom, and delivered in a thunderous, over-dramatic voice.
Lethal Joke Item: The spell Flash. Not only is it a spell of ridiculously close range, it's also bugged — it does about 10% of its damage in three of the eight directions. It's also a spell of "magic" type, which is the most common immunity. However, the damage to CORRECT directions is unbelievable. Combine it with Teleport and you get TELEFLASH, one of the deadliest techniques against enemies not immune to magic. In the hands of a skilled player, of course.
Level Drain: Yellow zombies (the "Black Death" variant), which permanently reduced your max HP every time they landed a successful hit.
Level Up Fill Up: This occurs in Diablo and the sequels, where both your health and mana is restored on leveling.
Life Drain: One possible weapon special ability is healing your character when you damage opponents.
Life Meter: The Life Meter takes the form of a globe filled with red liquid, the same color as the life potions.
Linear Warriors, Quadratic Wizards: Although spells could be learned by anyone with sufficient magic stat points, Warriors and Rogues often found themselves limited in learning capability without high magic-boosting equipment. A few of the game's most useful and powerful bread-and-butter spells often hit the required magic stat requirements way before maximum spell level, forcing non-sorcerers to rely on Enchanted Shrines that are difficult to come by. Additionally, spell damage were also frequently dependent on actual magic stat values. In a game that pretty much taught you to either kill overwhelming odds before they touched you or handle them one at a time (which required you to rely heavily on environment), spell-casting, and consequently the character with inherently superior spell-casting qualities, becomes the staple of endgame strategy.
Lured Into a Trap: Archbishop Lazarus led a group of people from Tristram into the Cathedral to rescue Prince Albrecht, the little boy who he himself made a vessel for the title archdemon. He lured them into the second level, where he left them to die at the hands of the demonic Butcher. Griswold and Farnham were the only survivors of the attack, which left Griswold with a crippled leg and Farnham with a shattered mind and a broken spirit.
M - R
MacGuffin: The series is loaded with this trope, almost every quest has you off finding a MacGuffin needed to complete a side-quest or to move the plot forward. Optional sidequests in the first game has you go down into the church labyrinth to find a MacGuffin, (Ogden's Sign, Magic Rock, Anvil of Fury, Black Mushroom+Monster Brain), and then bring it back to the quest-giver NPC in Tristram. One that must always be brought back however, is Lazarus' Staff which is needed to access Lazarus' lair, and always happens to block the access to the final labyrinth level, Diablo's level.
Made of Evil: All of the Prime Evils and the Lesser Evils. No exceptions! Hell, the Big Bad himself became the game's equivalent to Satan.
Mage Marksman: The series each features one such character playable starting with the Rogue, an archer who was the middle ground of magic users between the Sorcerer and the Warrior.
Magic Is a Monster Magnet: Attracting demons is an Informed Flaw of using magic, but since you have a fair chance of being torn apart by them any time you set foot outside your house anyway, at least you'll be better able to defend yourself...
Magic Is Evil: It's an explicit part of the setting that most forms of magic carry a high risk of corrupting the user and making them into a servant of the demons. The only definite exception is necromancy, as necromancers are too True Neutral and unconcerned with fleeting personal power to fall to the lure of demonic might. Most people in the setting are fine with magic despite this, oddly enough.
Magic Knight: The Monk class from Hellfire. In the original game, the starting class mostly just affected the starting stats and character art, so it was possible to build any class into at least a partial spell caster by spending your level-ups right, although every class had a limit on certain stats.
Magic Staff: The series loves these. The first game had elaborate staves with some of them even having blades on either end. Almost all of them had some powerful spells, and high melee damage.
Magical weapons could have a special ability that restored your mana when they hit an opponent.
Mana Shield: The eponymous spell, which is the lifeblood of the middle-to-late-game Sorcerer, not only reduced all damage by a third but redirected all the rest of the damage to mana instead of health. In fact, due to a famous glitch, a high-level Sorcerer is well-advised to have as low of a health count as possible, enabling him to completely avoid stun from high damage attacks.
The Man Behind The Monsters: Diablo subverts this trope with the Seven Great Evils: despite leading the Legions of Hell, the Prime Evils and Lesser Evils don't look humanoid in any way themselves; it says something that the only one who look vaguely humanoid, Andariel, is a giant woman with claws and Spider Limbs.
Man Bites Man: In the tie-in novel Legacy of Blood, the villain is bitten on the neck by a woman he's about to torture. He starts to panic, thinking she might be a vampire, then realises she's just acting out of desperation.
Mascot Mook: Fallens and Goatmen are the better known enemies of the franchise, appearing in all 3 games, and receiving some backstory in Diablo III (the former are minions of Azmodan who fell in disgrace, the latter are former humans who were transformed by Vizjerei mages).
Matte Shot: They're not technically Matte Shots, but the same concept appears here. The game had what were essentially paintings for a background with characters and monsters moving on top of them. There were areas you could go (floors, steps, hills) and areas you couldn't (walls, cliffs, etc.). The action took place over top of a painting, like in a Matte Shot.
Mind over Matter: Telekinesis is a spell. It can be used to push back monsters, but is mostly useful for opening doors and chests that may be booby-trapped. The manual states that when taught this spell, trainees are placed in a prison cell and the key is left out of their reach. Those who aren't good at it will be there for a while...
Minimalist Run: This was played to the extreme by Beyond Naked Mages. Players looking for extra challenge not only would ignore beneficial items, but would actively seek out cursed and damaged items which lowered the player's stats.
Misbegotten Multiplayer Mode: Friendly fire. It was still possible until the mage learned Chain Lightning, after which his allies were forced to take cover behind walls every time monsters showed up.
Monty Haul: The series and the majority of its clones tend to be like this in the end game. Bosses and major loot caches will often release a screen-filling fountain of gold and enchanted gear- from which players will pick the one or two very best pieces and leave the rest lying on the floor. At early levels, however, the player will want to keep anything that's better than the standard vendor gear. For a game where the whole point is to constantly upgrade your equipment, the progression is fairly even.
Multi-Melee Master: Useful due to Breakable Weapons. Also, some enemies are weak against clubs, others against swords, and axes are useful against anything, but you can't block.
Namedar: Diablo has an old man who actually works as the resident Namedar: his job is to identify any unknown item you pick up so you can sell it.
Under the hood, an object's name in Diablo is calculated as a function of its various attributes (for example, the suffix "of the Tiger" refers to a specific attack modifier), so in the model world of the game, Namedar is a real physical law, and names following the pattern will be automatically deduced for, say, novel items created using a game editor.
Names to Run Away From Really Fast: Black Death in Diablo, and their ability to permanently lower your health by one point causes even experienced players to avoid them like the plague. The fact that they can crash the game when dealing a finishing blow to the player in earlier versions makes it worse.
New Game+: Once you complete the main plot, you get a sort of 'New Game Minus', which lets you restart the plot but keep your stats and inventory.
Nice Hat: The Harlequin Crest. It has a drawback of -3 to your Armor class, but the +2 to all attributes is tempting.
Nipple and Dimed: Several female corpses were completely stripped. The Succubi, who became increasingly frequent enemies towards the end were wearing little more besides thongs, and showed quite a few details.
No Body Left Behind: Averted; not only do corpses stay behind, the bodies of acid/poison spitters can continue to damage you if you stand on them.
No Hero Discount: Demons about to overrun the countryside? Tragic. Want your armor repaired? Cash up front!
Not Distracted by the Sexy: The succubi were so sexy they actually caused some controversy; their bosoms and rear ends are clearly visible, and they aren't wearing anything except arm warmers and thigh-high boots. The player characters don't seem to notice. The players, on the other hand, that's another story.
Nothing Is Scarier: The dungeon levels are large and there can be quite a distance between the monsters, which only adds to the suspense and scariness of the game. Even more so because there are monsters that can turn invisible and sneak up on you, and others that charge you from far off-screen with a blood-curdling roar.
Notice This: Averted; items on the floor were otherwise unremarkable and only highlighted when the mouse hovered over them. Now imagine rings and amulets, which have a "on-floor" graphic that's a blue ring a couple of pixels across. On a blue floor. In a dark dungeon. While the unofficial expansion added a spell which highlighted every lost item on the floor, and there was a built-in zoom function in the game, cooperative multiplay could (and often did) degenerate into the equivalent of searching for a dropped contact lens whenever that distinctive "ding!" was heard.
One Bullet at a Time: The sprite limit could be reached very easily with one Chain Lightning spell with many enemies in range or multiple Fire Wall spells. Sure, it's not a gun, but you still won't be able to cast any more until the effects finish up.
One-Man Army: Every playable character in the Diablo games can, and will, kill hundreds (if not thousands) of demons and other creatures over the course of the adventure. You venture into the depths of hell killing every demon, critter, and monster in your path including Diablo himself.
Only One Name: Deckard Cain is the only NPC in the two first games with a first and last name.
In the setting, demons are psychotic hordes sometimes created or altered by their leaders, the Prime Evils and the Lesser Evils. Even though they seem to have free will, they still do the bidding of their particular masters without question. They come in a huge variety of forms — from almost-human to green porcupines to the Blob to totally alien. In the second game, many enemies are not true demons, but creatures mutated by the forces of Hell. Killing demons primarily sends them back to Hell, which is the reason that the Soulstones were created — the angels needed a way to keep the Prime Evils from returning.
The undead are not demons but corpses animated by the power of the Prime Evils, and the weaker creatures like Scavengers are mutated once-natural animals.
Our Gargoyles Rock: Gargoyles were statues until you got too close, and turned back to stone if they took enough damage, making them a lot easier to hit (and surprisingly not much harder to kill).
Our Zombies Are Different: Even though it's more of a demon invasion, the game had a unique view of where zombies come from, although it's the only game in the series where this is mentioned. From the manual:
Zombies are formed from the corpses of men executed for the most depraved and degenerate crimes against the innocent. They are driven by both the hatred that consumed them in life and the undead hunger for mortal flesh.
Palette Swap: The different monster varieties are shown in this fashion.
Path of Inspiration: The lore, expounded in tie-in novels, has two significant cases: the Triune, an apparently benevolent church that was actually a front for the machinations of the three Prime Evils. Much later, the Black Road did much the same thing, but it was a more obvious deal-with-the-devil situation.
Physical Hell: Of course, there wouldn't be a game otherwise. Not there originally, Diablo makes it literally out of terror incarnate.
Pixel Hunt: You could hear the sound of a ring drop from a monster, and spend the next 10 minutes carefully searching the ground around you. Fortunately, Hellfire added the Search skill/spell. Also, since you could pick up something as soon as the cursor was in the same square, you had to search much less than you'd think at first.
Mana Shield absorbed less damage at higher levels due to a bug.
Levelling up Chain Lightning would cause you to run into the sprite limit in one shot, causing disappearing lightning sprites and making it unreliable.
Random Drops: A given, taking into account the genre of the game.
Randomly Generated Loot: More or less the Trope Codifier for this sort of loot dropping. It featured individual pieces of equipment with random variations in stats, but special effects were mostly fixed to specific item types.
Random Transportation: The Phasing spell teleports you randomly to an area within view. There's also a shrine that does the same thing, with the appropriate flavor text: "Wherever you go, there you are."
Ranged Emergency Weapon: The bow is hardly the warrior's most useful weapon, but it can be handy if an enemy is behind a grate or if you need to exchange fire with something that won't let you close enough to engage in melee for a meaningful length of time.
Rare Candy: The original game had elixirs for the four primary stats (Strength, Dexterity, Magic, and Vitality) which were occasional drops in the dungeon and even rarely purchasable in the stores from level 26. With enough cash, one could patiently reach the maximum values for three of the four stats (Vitality potions aren't on sale) by repeatedly joining multiplayer games and seeing if Adria sold any elixirs.
Rare Random Drop: The games feature items that aren't just randomly dropped, but randomly generated from thousands of potential combinations of attributes, special abilities and base weapon types.
Reed Richards Is Useless: This was mocked by players way back when it came out: some nameless NPC, sole survivor of the traitorous Archbishop Lazarus's doomed expedition into the dungeon beneath Tristram, sputters out his dying words and sets you a quest leading to the first major boss of the game, the Butcher. You may be a new, inexperienced adventurer without much magical talent to speak of (depending on your class), but you're carrying healing potions.
Ruins for Ruins' Sake: The first series of dungeons are supposed to be located under a tiny village church, and are a randomly-generated maze of passageways, tombs, and other rooms that go on for several sub-levels with no overall plan. One wonders what madman designed their church's undercroft, or how the people ever held services there. This was handwaved in the manual. The catacombs were built explicitly to be a maze that would safeguard the Sealed Evil in a Can... that has broken loose and made the deeper levels even more convoluted and filled the place with monsters and death traps.
Running Gag: Mentions of Wirt's wooden leg have spread to the other Blizzard game Warcraft (and all sequels/spinoffs that follow).
Shaggy Dog Story: The protagonist finally defeated the Big Bad, only to become corrupted by its Soulstone and become the new Diablo himself. And this is because the protagonist believes that they are strong enough to fight the spirit of Diablo.
Shield Bash: It deals same damage as a punch or kick, but it gives you the chance to block enemy melee strikes.
Shout-Out: There was a staff called the "Rod of Onan," which could never ever be a reference to the Biblical story of Onan. It summoned golems from the earth.
Sidetrack Bonus: Because of its randomised dungeons, moving forward in the series is largely a matter of luck, with the player as likely to find an empty dead end as anything else, but exploring a whole area before going on will naturally yield some treasure and some unique monsters.
The Smurfette Principle: Only one of the three classes (the Rogue) was female. Diablo was either more or less balanced with the inclusion of the Hellfire expansion depending on how you approach it. It added the male monk class by default, plus mildly altered remakes of the Warrior and Rogue that could only be unlocked by futzing with a system file.
Sorting Algorithm of Weapon Effectiveness: The item spread is carefully controlled by which area of the game you're in; the starting levels will give you nothing but light armor, weak weapons of all kinds, and marginally magical items. As you continue through the game, the range of droppable items increases, so that Dagger of Poking you picked up in the cathedral will eventually be replaced by the Pointy Short Sword of Sharpness in the catacombs, the Serrated Flamberge of Wounding in the Caves, and the Butt-kicking BFS of Evisceration in hell.
Speedrun: The original Diablo was crushed in 0:03:12(!) through obscene luck manipulation and glitching.
Spell Book: One of the less abstract uses of the spell book trope in video games. A spell book, when read, simply adds that spell to your repertoire so that you can use it as much as you want in future (as long as you have enough mana). If you find another book of the same spell at a higher level, reading it will let you cast a more advanced version of the same spell.
Stop Poking Me: Clicking the town's cow would cause it to moo. Clicking it repeatedly would make your character start commenting on it. "Yup, that's a cow all right..."
Story Breadcrumbs: The first game had a setup like this. Books placed on pedestals throughout the catacombs under Tristram would tell you the story how Diablo came to be buried under Tristram, along with other events that precede the game. That said, the game's manual contained all the same story elements in more detail.
Story-Driven Invulnerability: When you finally meet the Archbishop, he stands there and speechifies at you for a good while. Neither side can attack while he's talking, but you can run out of the room, which is recommended as he's accompanied by a number of minions and it's easier to kill him if you've lured them out piecemeal first.
Story-to-Gameplay Ratio: The series is a little odd in this regard. There's lots of story in terms of dialog from NPCs and other characters, but all of it can be (and often is by most players) ignored by those who just want to jump into the quests. The universe has a really good storyline but it is safe to say that the game's immense popularity is not because of its story. The game would likely still be as popular as it is even if it had virtually no story
Sword of Plot Advancement: Lazarus's Staff. It's not a weapon you can equip, but you need to give the staff to Cain so the portal to Lazarus' lair opens afterwards.
Tactical Door Use: Closing doors will stop certain demons in their tracks. Combine this with a grate nearby that allows you to shoot through to the other side of the door, and soon you've got a pile of dead demons lying on the other side of said door.
Take Your Time: You can dillydally as much as you want in completing the quests you're given.
Teaser Equipment: The enterprising young boy Wirt randomly sells a high-level item, but you're unlikely to be able to purchase it until later. Even though that item is generated at random, it's generally of a higher level than what the normal item shops are selling, though not always relevant to your class. By the time you'll generally be able to purchase it, the gear in other shops has largely caught up.
This Was His True Form: When you slay Diablo and pull the soulstone from his forehead, his body reverts to that of Prince Albrecht, whom Diablo had possessed. (It is unclear whether Albrecht is alive or dead at this point.)
Thong of Shielding: A curious case are the succubi, because they seem to wear only a "low-cut" thong when you look at them from the front, but are clearly butt-naked when you look at them when they turn around.
Turn Undead: There are three types of enemy: animal, undead, and demon. For each of the first latter two, there are certain types of weapons (clubs for undead, swords for animals) that do extra damage against that type (although they will also do less damage against the other type, this was dropped in later games), and some uniques items have specific attributes that only apply against one of the last two. There's also the Holy Bolt spell, which specifically harms only undead.
The Turret Master: The Guardian spell summons a three-headed beast that would shoot firebolts.
Twinking: Thanks to rampant item duping glitches, hacks, and exploits, in the game's heyday you couldn't wander into a public online game without being offered a full set of the most powerful non-Level-Locked Loot available.
Unbreakable Weapons: There's a durability exploit in which, through the use of Hidden Shrines, the player can raise the durability of an item to the specific value of 255, which the game recognizes as indestructible.
Underground Monkey: The games were full of this. Every single enemy in the games, apart from quest specific bosses, came in various levels of strength denoted by colour and had otherwise identical sprites as others of its type. It's mentioned in the first game manual that this is because the Prime Evils, the leaders of the demons, would alter their servants forms to better deal with whatever threat they were facing at the time.
Unidentified Items: You can take your unknown items into town and have Cain identify them, or buy a scroll to do it (for the same price of 100 gold).
Unwinnable by Mistake: Diablo disables the "SAVE" option when you die. However, it does so a few frames late, and during these few frames it's difficult, but possible to save already dead and watch your character die instantly each time you reload. There's only one save slot. While you can start the game over with your character's current stats (much like a New Game+, except accessible from the very beginning), you'll lose anything you had left lying around in town (which is likely to be a lot, due to Grid Inventory and Nothing Fades). But hey, it's your own damn fault for saving when you knew you were dead.
You can just plain save while surrounded by monsters and one hit from death. This is obviously user error. Another variant is to save immediately before getting dealt a final blow such as by a projectile, which is more of an accident.
This can screw up first-time Diablo players who come from Diablo II. There, you CAN save and exit when you die and get away with it. In that game, you will be brought back to town carrying whatever was in your inventory when you died. Anything on the ground or that you dropped(potions, usually), were gone... If you're used to that, the change in save-after-death in the original can burn.
Multiplayer characters can screw up in a different way: there is no regular save function and dying in multiplayer mode causes your items to fall to the ground. If you die in a place where you can't get them back (there is one notable enemy type that ignores the safe radius around level entrances and is also invisible, so you can die very quickly after entering a level, only to see a mass of hidden ones manifest around the stairs) and have no choice but to leave the game, you lost all of your items permanently. Good luck completing the game after that.
Diablo has strong roguelike influences and can screw you over in numerous other ways. Black Death in particular take away 1 hit point permanently on striking (with no indication that this is the case) and can render the game unwinnable if you are playing very badly and get hit hundreds of times, leaving you with a tiny amount of health. You have to try really hard to make this happen, though.
The Usual Adversaries: The series, as one can probably guess, primarily has the demons of the Burning Hells in this role, though undead are also a big threat early on.
Vendor Trash: Played straight with the copious amounts of low-quality weapons and armor to pawn for gold.
Videogame Flamethrowers Suck: Inferno was a very slow moving flame that crept along the ground, had a very short range, almost always missed if cast at an angle due to the game being grid-based and its only benefit was that it could hit multiple targets if they were right in your grill. You would probably get a book of this spell at about the point where the first Lightning Bolt staves started to show up, which had the same line damage effect, unlimited range, a much wider area of effect and did about five times as much damage.
Villainous Breakdown: In the backstory, King Leoric is possessed by Diablo and effectively starts having a Villainous Breakdown while he's still a good guy. He doesn't remain good for long when that happens. He starts getting increasingly paranoid and less sane, until finally when Diablo leaves him, unable to take over completely, he's a raving madman who has to be killed by his own most loyal knights.
Wallet of Holding: You can have up to 5000 gold per available inventory slot, which led to a glitch where you can't buy the best armor in the game because you can't hold enough money. An item added in the Hellfire expansion doubled your gold capacity to 10,000 per slot.
Warp Whistle: The Town Portal scroll, though as the name implied, the scrolls primarily sent you back to town (which you would need to do often in order to sell off your old or excess gear, repair the gear you were using, and resupply on essentials such as potions, ammunition and Scrolls of Identify or Town Portal.
Was Once a Man: Humans possessed and altered to fit their shape by the Prime Evils, through Demonic Possession. Diablo's body turns back into that of the young prince in the first game when he's killed.
Water Source Tampering: One of the potential side quests involves Tristram's water supply being poisoned. When you go into the catacombs and find the spring, killing the monsters around it will turn it back to normal.
Weapon of X-Slaying: Diablo gives clubs this effect against undead monsters, and swords receive the same effect for animals. Notably, in this game clubs will also deal less damage to animals and swords will deal less damage to undead as well (later games drop this penalization, as well as the sword bonus against animals).
With This Herring: Played with. In both games, you don't start out with much, but your initial equipment isn't terrible. It'll do for a bit until you can get better stuff. Justified in both games because A) you're not really all that special of an adventurer and B) the areas you're in are typically going through hard times.
Words Can Break My Bones: The scrolls in the series work this way, with the written words becoming the spell as they're spoken (and consequently, disappearing). The magic books from the first installment may be similar, as they too disappear when used.
Everything including rings and necklaces have stat and level requirements to wear them. You could wear Unidentified items, but bear the risk of it being cursed.
"Alas, poor adventurer - he accidentally put on the Necklace of Self-Decapitation."
Your Sorcerer starts out with a level two Firebolt and is incapable of casting Holy Bolt, which according to the lore was explicitly created to be easy to cast for anyone with no particular magical talent. It gets worse in the sequel, where the sorceress and necromancer start the game with zero magical or necromantic abilities whatsoever and rely on their staff or wand to cast anything at all.
You Kill It, You Bought It: This happened to the hero; after killing Diablo and removing the soulstone from its forehead and freeing his former host, the hero rams the thing into his own forehead, becoming Diablo and taking his place.
You No Take Candle: "We strong! We kill all with big magic!" The poor little demon had obtained a tavern sign depicting a sun and naturally expected it to be magical.
Zip Mode: In Hellfire, your walk speed was doubled in town.