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Heartwarming / Diablo III

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  • At the funeral of Deckard Cain, Leah bitterly brushes off the attempts of Tyrael at comforting her, rebuking "What would you know about sacrifice?" He took her hand and showed her through his eyes how he was willing to defy Imperius, and hence Heaven Itself, to give up his status as an angel to protect the humanity he so loved. Leah was so moved by this gesture of love and kindness that she shed Tender Tears at the revelation.
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  • This exchange between Lyndon the scoundrel and the barbarian:
    Scoundrel: "If I keep helping you kill the lords of Hell maybe I'll be a good person, eh?"
    Barbarian: "No."
    Scoundrel: "Are you serious?"
    Barbarian: "You already are one."
  • Another exchange involving the scoundrel, with the Witch Doctor:
    Scoundrel: "What would you do without me?"
    Witch Doctor: "Miss your company!"
    • Counts as a Call-Back since there is an Act 1 exchange in which Lyndon muses what the Player would do without him. The response being "Enjoy the quiet."
  • This little exchange shows that in spite of finding the Monk to be stuffy and far too serious, Lyndon the Scoundrel really cares for the Monk as a friend:
    Lyndon the Scoundrel: You look so grim, isn't this your noble quest?
    Monk: I do what I must, why?
    Lyndon the Scoundrel: Well... you worry me at times.
  • In Act III there is a an older soldier and his wife who have several heartwarming conversations. In one she congratulates him for throwing the demons back. Made all the more heartwarming by their previous interactions as an old married couple, with all the bickering and stinging that that implies. Then Diablo goes and kills the both of them, and you find the wife's burial wishes, where she very calmly states that they're both dead, and want to be buried together, but without the soldier's sword, because "he won't be needing it anymore".
    Soldier: "You know, there were other soldiers out there besides me, in case you didn't notice."
    Wife: "No, I didn't."
  • Random dialogue with the Templar as a Demon Hunter elicits a mention.
    Templar: "Your valor places you amongst the highest ranks in my order."
    Demon Hunter: "Thank you. But I am more proud to call you my friend."
    Templar: "As am I."
    • Gets even better when you remember back in Act I, when the Demon Hunter really did not like the idea of having company.
  • The following conversation with Lyndon the Scoundrel near the end of the game, which is a major Pet the Dog moment for the player character:
    Player: I have a gift for you, Lyndon.
    Lyndon: Is that so?
    Player: Take this gold. When this is all over I will go with you to Kingsport. There you can pay your debts and your brother will be free.
    Lyndon: *Genuinely touched* You are much too kind.
    Player: We have journeyed together a long way. I am happy to help you.
    Lyndon: Words fail me.
    Player: Words are not always needed.
    • Alternatively:
      Monk: I bear a gift for you, Lyndon.
      Lyndon: Is that so?
      Monk: It is enough gold to let you make amends with the Merchants Guild and free your brother. I will accompany you to Kingsport when my duties are met.
      Lyndon: I do not deserve this.
      Monk: You have helped me do the will of the gods. You deserve nothing less than peace.
      Lyndon: *genuinely touched* You... really are a holy (wo)man, aren't you?
      Monk: *chuckle* So they say.
  • Kormac the Templar during the final stages of the game is a much humbler man than he is when he first joins the player character, openly admitting that he misjudged both Lyndon and the PC and apologizing to both for his arrogance. Aww.
  • Mayor Holus' little Character Arc: When we first meet Mayor Holus of New Tristram, he is stuck in the middle of town, because his cart broke and blocked the street as he was trying to flee. The Nephalem has little respect for a coward who would abandon his town in its hour of need (in fact, if the Nephalem is a Demon Hunter, s/he states outright that he deserves whatever dark fate comes to him). Then we meet him again at Bastion's Keep, and he has not changed a bit, still thinking to flee the fortress before the fighting begins. The Nephalem, fed up, gives him a piece of their mind, to which Holus replies that he simply wants to live. Later, as the demon attacks wane, Holus has his chance to run, but wonders if it wouldn't be better to fight for his life instead of running forever. Surprisingly, he keeps to his word and stick around, eventually dying in the final struggle at Bastion's Keep. A nearby guard says that he never did run, even though he had the chance to at one point.
  • There is a mini plot arc in Act II of an exiled noblewoman and an Iron Wolf swordsman. She starts off as a Rich Bitch with bits of Fallen Princess, while he is a Deadpan Snarker to her. He helps her survive her exile despite his distaste for nobles and she becomes a Defrosting Ice Queen. He saves her during the Harrowing of Caldeum and the two become an official couple.
    • Likewise, Kala's little character arc in Act II. She's a former noblewoman who was thrown out of the palace when Belial took over. Having never set foot outside the palace, her first days in the Hidden Camp are quite terrifying for her, though she's inspired by her newfound freedom. Her little character arc ends with her ditching her extravagant clothes and make-up and starting a new life on the road as an ordinary traveler.
      Kala: Caldeum was never home to me. It was a beautiful prison. I may die out there on the road, but it will be in the open air, with the world stretching out before me.
  • The game makes it damn clear that you get your due respect for your work; if you march through Caldeum after killing Belial, the townspeople will be gathered in a crowd to cheer you on, and at the start of Act V, one of the Non Player Characters will recognize you as the hero of Bastion's Keep.
  • Your final conversations with Leah in the Armory as she is trying her hardest to keep the Black Soulstone together with all Hell trying to get in. (Turns into a major Tear Jerker later though when Adria's betrayal goes down.)
    • The Demon Hunter apologizes for their earlier criticism of her "open an inn" idea, and tells her it's a fine idea.
    • The Wizard and Barbarian empathize with Leah, telling her that just as they find safety in magic and knowledge/Strength of arms, she can find it by building her inn.
  • Freeing Auriel from Rakanoth in Act IV not only restores hope to the angels of the High Heavens, but also to the people of Bastion's Keep, who had been hit with major despair following Adria's betrayal and Leah's death.
  • Going through Act IV with Lyndon, your character points out his gold gathering has become rather lax. He basically replies "Screw the gold, this is for Leah." For all his debauchery and shameless come ons, he genuinely cares about her. To the point that if he ever has a daughter, he's naming her after her.
    Barbarian: You missed a coin back there, Lyndon.
    Lyndon: What of it? It's not about the gold anymore. This... this is for Leah.
  • One Lyndon's Closing Dialogue after you defeat Diablo:
    Monk: Are you crying?
    Monk: It does not rain in Heaven.
    Lyndon: (Flustered) Well it does now!!
  • One of the idle exchanges between Kormac and Lyndon around Act III, IV, or Adventure Mode:
    Lyndon: I have watched you for some time now, and I would have you know that I am impressed.
    Kormac: Well, you've slain a fair number of foes yourself.
    Lyndon: Your prowess is undeniable, but I meant you are a strong man who fights for what is right.
    Kormac: That is odd, coming from a criminal.
    Lyndon: I can be wrong on the details—like who owns this jewel or that coin. It does not mean I am wrong when it counts.
  • In Reaper of Souls, Kormac's awkward attempts to confess his feelings to Eirena (also doubles as a Funny Moment). Keep in mind that in the regular Diablo III campaign, the player character flat-out told Eirena that Kormac was in love with her. So she knows, but Kormac doesn't know that she knows. It plays out like a teenage boy trying to work up the courage to ask out a girl that he likes.
    Eirena: I am glad we were able to talk, Kormac. I feel like I know you better now.
    Kormac: I would like to know you even better, Eirena.
    Eirena: Uh, what does that mean?
    Kormac: I, uh... I don't know.
    Eirena: Oh! Well, then. Yes?
  • Speaking of Kormac and Eirena, it's worth noting that the Legendary Templar Relic that ensures that Kormac cannot die is called the "Enchanting Favor", whose flavor text describes it as "a diaphanous scarf given as a token of affection from a lady fair". Awwwwwwwwwww...
  • Also from Reaper of Souls, you have the chance to help Covetous Shen finally track down the Jewel of Dirgest, and learn more about the legend behind it. At the very end, when speaking to the ghost of the woman who may in fact be his true love, Shen becomes much more solemn and sincere, and gives a rather heartwarming remark:
    Liria: Whoever you are, you have freed me. I am happy to look upon your face.
    Shen: And I am filled with joy to have seen yours once again. Farewell, and go upon this last journey.
  • Kormac and Lyndon's interactions in Reaper of Souls. For much of the main game, it was clear that neither could stand the other, but after everything they've gone through with the Nephalem, they've finally started to forge a their own way, but still.
    • Best highlighted, in a quiet way, when you are embarking on Kormac's sidequest; he will ask the player to go with him, as he will need "a good friend" by his side. If Lyndon is currently set as your follower, he will chime in:
    Lyndon: How about two?
  • In a random quest during Act V, you can enter one of the houses in Westmarch to find a sorcerer attempting necromancy to return the souls stolen by Malthael's angels to their bodies. Yes, this approach goes horribly wrong; yes, you end up having to fight off a bunch of zombies; and yes, the sorcerer should have seen this outcome coming, but with all the horror running wild in Act V, and given that some of the {{Non Player Character}}s you encounter in this act are selfish and nasty, it's nice to see some folks still trying to help others.
  • During the final part of Act V, in order to help you challenge Malthael on equal footing, the souls of those he's imprisoned will aid you. Their spokesperson is always someone close to the Nephalem—the Demon Hunter encounters the spirit of their long-dead sister, the Wizard meets their most respected teacher in the arcane arts (and also a bone thrown for II players, said teacher is the playable Sorceress), the Witch Doctor speaks with the representation of their tribal heritage, the Monk reunites with the patriarch of their order, the Barbarian confers with a great hero of their people, and the Crusader has a chance to speak with their predecessor. In all cases, the Nephalem show a softer side when talking to their long-lost loved ones, no matter how brusque, confident, or aloof some of them might be normally.
  • In Act IV, the joy in Eirena's voice when she finds out that the Prophet, who saved her and her sisters, and trained them to assist in defeating the Lords of Hell, was an Angel. Special mention, too, to the Angel that, as it lay dying, saw Eirena and reached out to her, giving her the text that contained the truth about her mission and her mentor.
  • Also in Act IV, when Imperius appears and says that if you meet him again, he'll kill you, what does Auriel, one of his fellow angels, say to you, about her overall 'current leader'? "Pay him no mind." It's really heartwarming to know that there ARE Angels that are not named Tyrael that are capable of gratitude.
  • Meta-example: The "Kanai's Cube" added in patch 2.3.0 was at first just a new version of the Horadric Cube, but was re-named in honor of Blizzard artist Kevin Kanai Griffith, who lost his battle with cancer in October 2014; in-universe, the Cube is named after "Chief Elder Kanai", a barbarian so strong, many believed he could've been the next inheritor of the title "Immortal King", before Baal's actions led to the decimation of their culture.
  • Depending on the random sidequests you get in Chapter V, you'll encounter rank-and-file angels doing their damnedest to help the Nephalem with the assault on the Pandemonium Fortress, whether it's rearming ancient siege weapons to aid in breaching the walls or directly entering the Fortress to divert Malthael's forces away from the Nephalem's path. It gives the player the sense that no, Imperius does not speak for all the High Heavens when he disparages humanity in general and the Nephalem in particular, and that Tyrael's views of humanity are gaining in popularity amongst the Host.
    Angelic Scout: Nephalem! To me! I will protect you!
  • An oft-overlooked one occurs during The Templar Reckoning as well. Early on, you run into templar inquisitors ready to "initiate" a new recruit. Justifiably outraged, Kormac demands that they stop what they're doing and release the recruits at once. The inquisitors obey on the spot.
  • Haedrig's little arc in Act V involves a young man named Brycen, who you rescue from Reapers as a result of his calls for help reaching Haedrig's ears. Brycen decides to repay Haedrig by helping him, which Haedrig does not take kindly to. After an incident where Brycen loses Haedrig's best hammer and gets yelled at, the player talks to Haedrig asking why he is so hard on Brycen. Haedrig tells them Brycen is a fool, and fools get killed around here. The player notes that Haedrig has lost much in his life (his grandfather, his father, his wife and his apprentice) and perhaps is afraid of losing someone else again. As the player is preparing to battle Malthael, Haedrig has taken Brycen on as his new apprentice. This earns the blacksmith a bit of lighthearted teasing from the Nephalem.
  • It is possible for two of the same Follower to be present at once, by recruiting the Follower in question and then repeating the part of Campaign Mode where you meet said Follower, and yes unique dialogue exists for it. While it would've been funny to see two of the same character shocked to see one another, the game instead has the two copies treat one another as distinct persons meeting fellow members of their respective organizations; both Kormacs recognize each other as members of the Templar Order, both Lyndons acknowledge one another as members of the Thieves' Guild (and handsome ones at that), and both Eirinas are glad to have a little sisterly bonding together. It's a warm and fuzzy way of implementing Developer's Foresight.
  • According to his flavor text, Galthrak the Unhinged, a non-combat pet, wanted to be a Rift Guardian from the time he was a broodling. He studied for many years, but was ultimately found wanting. But...
    Flavor text: Take him on a rift with you, and he'll be happy.