A Sage has great devotion to his studies, and has a driving need to understand the arts of magic, and values his knowledge more than any other thing. A Sages advancement in the arts of magic is dependant upon the research materials available. The main focus of this variant is to re-awaken the challenge and fun of classic Diablo for the sorcerer class by providing a unique and highly specialized spell and stat advancement system.
Designed for a Multi-player Sorcerer. It can be played solo, or with other legit and/or variant characters in a multi-player game. The variant is aimed at immersing the Sorcerer character in the use of varying spell-staves and scrolls, an integral part of the way blizzard designed the class. It increases the playable life of the character by drawing out character development, yet still allows for continual improvement. Additionally it causes a dynamic shift in spells used during the length of the normal game. These benefits may be appealing to Legit Classic Diablo Sorcerer Players.
The main focus of the SAGE variant is on beginning to mid level game play, where the character is challenged by his lack of resources and low stats. High level sages invariably have access to ALL spells in the game, and thus may be played as Variant Arty-Mages. Some players may decide to create multi-class Sages, or Elven Sages, or BNM Sages, etc. Obviously these may change some of the rules. Just use your best judgement.
A Sage begins with the title of Lackey. He is a servant of the Sage's Guild and is considered an errand boy. He's generally (considered) useless for anything other than the most rudimentary of tasks. To prove his dedication and perseverance for joining the Sages guild, the lackey must undertake a quest.
- sell all his/her non-lackey equipment. (ie. mana potions, staves, etc,) and purchasing (if available) a suitable lackeys uniform (see below).
- Lackeys must place only 2 points per level into Vitality.
- May use rags, caps, and bucklers for armor. Lackeys MUST wear them if available (It's part of the uniform!)
- May only use clubs (Exception; see Gillian below)
- Lackeys must donate all the jewelry they find to their Guild. (Drop near Cain)
- May not use scrolls(*) or books.
- If found, only vitality elixirs may be used.
(*) Res scrolls are allowed for use in multi-player.
- Torn Flesh of Souls
- Split Skull Shield
- Civerb's Cudgel, Gnarled Root, The Needler(*), The Rift Bow(*)
(*) These are usable only if the Optional Quest 'Gillian's Secret', is completed.
- Avoid most shrines except for Divine(*), Hidden, Quiet, and Religious shrines. These help to maintain themselves and their gear in optimal condition.
(*) Using this Shrine requires the completion of the quest 'Farnham's Gear'.
- Lackeys may not use spells.
- Pepin; may purchase red potions and use free healing (No re-juves or scrolls).
- Griswold; may purchase normal (non-magic) clubs, bucklers, rags, and caps. May repair any usable items.
- Cain; may ID items, but at twice normal cost.
- Adria; Lackeys are instructed to stay away from her until a later time.
- Wirt; Lackeys do not make use of his services.
The new lackey must prove himself by acquiring his own research materials.
- Find 3 different sets of a matching spell book and spell stave from the labyrinth. Example; a book and staff of healing, and a book and staff of charged bolt, and a book and staff of holy bolt.
- Firebolt is not allowed as an item set to find. Cain already has research materials and training for this spell available for the budding Sage to use once he completes his tenure as Lackey.
- Return all of them to Cain in Tristram.
- Donate all remaining equipment to the citizens of Tristram.
- Take all three spell staves and books and start a new game.
- The character is now promoted to Apprentice(Stage 2)
Little do the other townsfolk know that she has connections with the Sisters of the Sightless Eye.
- Bribe Gillian to reveal her knowledge with 500 gold and an unidentified shortbow.
- If you do this, you may then use 'this' Shortbow (no others except uniques, if found) while you remain a Lackey.
If you visit him he tells you about his lost gear.
- Return 'Farnham's Gear' (an unidentified shortsword, cap, and cape) to Farnham.
- If you do this, he thanks you and mentions a special way to mix drinks. You may now use Divine Shrines.
He is missing his sign. It looks like a special shield, and he heard some strange noises in the night.
- If you find an unidentified buckler, dropped by a monster of the 'Fallen' class, you may return it to Ogden for a reward.
- If you do this, he will provide you with some rudimentary magical instruction. (Healing Scrolls now allowed as a Lackey)
The Grand Escape
It is not necessary to complete this quest. The purpose of this quest is to allow a Lackey to abdicate his position, and NOT become a Sage. Thus not many Lackeys ever try this. However, it adds a bit of color to a characters background, and additionally adds one effect that carries over into the next variant.
- Must not be more than 7th Level upon beginning this quest. (Has not yet fully devoted himself to the guild.)
- Starts a new game, and makes his way down through the Church into the Catacombs
- Find his way back up the stairs from the Catacombs into the Town.
- If successful, he is free of further Sage variant restrictions and is no longer a Sage. He may become something else.
- The 'Enmity of Cain'. Because the character left the Sages guild, Cain will no longer assist him by IDing any items. This lasts for the life of the character.
- Failure in this quest is Hardcore Death!
The applicant has proven himself capable of acquiring the materials necessary for study. The character now has the title of Apprentice, instead of Lacky.
Cain gives you instruction in the basic spell 'Firebolt'.
- Place 2 points into the magic stat. If you somehow managed to become an Apprentice without gaining a level, then upon gaining your first level, increase your magic stat by 2.
- Apprentices must place only 2 points into vitality when they gain a level. They may not increase any other stats via level gain.
- May use capes, cloaks, and caps, and skull caps. Apprentices MUST wear these if available (It's part of the uniform!)
- Must use any staff with spell charge capability (if available). Apprentices are required to carry at least 3 staves with differing spell abilities (for researching) at all times.
- May use amulets, but no rings.
- May use scrolls of Identify, Healing, and Town Portal. May not reads books.
- If found, only vitality elixirs may be used.
- Nightscape, The Rainbow Cloak.
- Thinking Cap
- Gleamsong, Mindcry, Naj's Puzzler, The Protector, and the Rod of Onan.
- Apprentice Sages may make use of these shrines; Divine, Eldritch, Glimmering, Hidden, Quiet, Religious, Spooky, and Stone.
Apprentices may only cast the Firebolt spell.
- Pepin; may purchase red potions, scrolls of healing, and use free healing (No re-juves).
- Griswold; may purchase any capes, cloaks, and skull caps. May repair items.
- Cain; may ID items at normal cost.
- Adria; Has only staves and scrolls in stock for the Apprentice, with Staff recharging available.
- Wirt; May purchase staves, capes, and cloaks from this fellow.
At this point the Apprentice is charged with learning to use spell effects 'in a practical manner' with spell staves, and to accumulate more research materials.
- Make use of all three spell staves thoroughly, and in a practical, efficient manner.
- Find three additional books, one each that match the books already owned.
- Find four scrolls (excluding Apocalypse, ID, Infravision, Nova, and Res) that are different from these books.
- Accumulate 10,000 gold to cover the ever increasing library expenses of the guild.
- Once this is complete, take the 6 books, 3 staves, 4 scrolls, and 10,000 gold, and start a new game. (If you have more gold than this you may keep it.)
- The character is now promoted to Sage(Stage 3)
Gillian has gained knowledge of a cadre of Goat Demons who have each stolen a magical artifact from the Sisters of the Sightless Eye.
- Bribe Gillian to reveal her knowledge with 5000 gold.
- If/Once you do this, you may Hunt down and slay the unique monsters Bloodskin Darkbow, Blightfire, and Gorestone.
- The first time you slay each of these Demons, return the artifact they have stolen to Gillian (the monsters drop), and she will allow you to study an additional volume of 'The Lore of the Blind Daughters'. For each volume you study, you may gain an additional 2 points of Magic.
A Sage puts all his effort into increasing intelligence through diligent study and research. Sages may only increase their intelligence though study.
- Read all six books collected. Follow the rules in Spell Books below for increasing magic based upon books read.
- Sages must place 2 points into vitality when they gain a level.
Sages must do proper research in order to learn a spell. The Sage is required to have on hand either a spell-stave, or scrolls of the spell-book that is going to be read. The spell must be tested out in various situations. In different areas, on different targets, and in different conditions.
In order to read a book, a Sage must successfully use the spell in different areas, and/or against different creatures prior to learning it. (Some Sages may decide not to learn certain spells if they find them unusable or impractical during the testing phase.)
- If using scrolls, at least 8 must be saved up, and used while carrying the book to be read.
- If using a spell stave, all of its charges must be used while carrying the book to be read.
- After this initial research is complete, further books of that type may be read with impunity.
When a spellbook is first read, a Sage may place points into his magic stat equal to that spells spellbook page (if available).
- Page 1 - Firebolt, Charged Bolt, Holy Bolt, Healing, Heal Other, Inferno. (1 pt.)
- Page 2 - Fire Wall, Telekinesis, Lightning, Town Portal, Flash, Stone Curse. (2 pts.)
- Page 3 - Phasing, Mana Shield, Elemental, Fireball, Flame Wave, Chain Lightning, Guardian. (3 pts.)
- Page 4 - Golem, Teleport, Bone Spirit, Blood Star. (4 pts.)
- Additional books of a spell already known yield only an additional 1 point to magic.
- If the Sage has books remaining and has used all his character points, he may choose to continue his research (using scrolls and staves) for an additional length of time. Then upon gaining his next level, he may read the books and gain knowledge from them.
- Thereafter, place points gained into dexterity or strength as wisdom dictates.
As a consequence of his demanding training, a Sage develops an intense reluctance to use either scrolls or staves which have an effect he already has knowledge of. He considers those to be things of the past. He prides himself upon climbing the ranks through Lackey and Apprentice. It would be an affront to his keen mind, and be otherwise demeaning.
- Sages do not use any items that grant a magic stat bonus, including +all items (there are some unique exceptions).
- Any cape, cloak, or robe may be worn. (Robes are preferred.)
- Any cap, skull-cap, or crown may be worn. (Crowns are preferred.)
- no shields are used.
- any dagger
- spell staves with charges may be used if the Sage does not know the respective spell. (This is considered a form of spell research)
- an amulet and one ring are allowed.
- will only use (learnable) spell scrolls when they have a book of that spell in their inventory.
- may make full use of Apocalypse, ID, Infravision, Nova, and Res Scrolls.
- do not sell books. They keep them to read later when they are able to do so.
- A sage may choose to give an extra book to a friend, providing that the sage already knows that spell, and cannot yet read the book.
- A sage will discard items to carry more books, within reason. A reasonable amount is around four plus books. They may place extras in the Town Square (in public games if able) near Cain so others might benefit from the knowledge.
- if found, only vitality elixirs may be used.
- Nightscape, Rainbow Cloak, Wisdoms Wrap.
- Thinking Cap, Royal Circlet.
- Black Razor, Wizardspike.
- The Bleeder, Constricting Ring, Ring of Engagement, Ring of Regha(^).
(*) Some of these uniques are the only items available for use by a sage which grant bonuses to magic. As such, they are highly prized.
(^) The Ring of Regha is a special Sage unique artifact. It is the only ring that can be worn in addition to the one normally allowed.
- Adria; Adria now sells only mana potions and spell books. However she will purchase all items, and will recharge spell staves for further research.
- Griswold; available for repairs only.(*)
- Pepin; may use all his services.
- Cain; now that the sage is a member of the guild, Cain charges a nominal fee of 100 gold per ID.
- Wirt; many a sage has argued in defense of Wirt, stating that his goods are the only ones available.
(*) Requires completion of the Optional Quest 'Griswold's Sledge'
Sages may use these shrines in their research;
- A Sage who does not know 'Phasing' and touches a Holy Shrine may increase his magic by 1, once.
- A Sage who does not know 'Mana Shield' and touches a Magical Shrine may increase his magic by 1, once.
- These shrines may be used, however they do not confer a research benefit; Cryptic, Divine, Eldritch, Glimmering, Hidden, Quiet, Religious, and Spooky.
Sages usually cast only their lowest level spells, and/or spells they are researching (unless there is a dire necessity that states otherwise). Each time the Sage reads a book, those spells may change. Thus the Sage will be constantly testing out and practicing his newly learned spells, and utilizing spell staves and scrolls of spells he has not yet learned. They believe it is only by constant practice that they gain mastery of each and every one of their spells.
Also, Sages make use of their superior knowledge of creatures. If a creature is known (meaning the character has experienced killing enough of them to be shown info by the game) to have resistances to something yet have another resistance which is not covered, the Sage will make use of that if possible.
At this point the Sage begins his career in earnest. He continues his research until he has gained knowledge of all spells.
- Learn all spells to at least level 1.
The Sage realizes that there are some spells which he just cannot master on his own. He then takes steps to ensure that even these are available to him.
- Find, and carry at least 5 each of identification and infravision scrolls.
- Find and carry staves of nova, apocalypse, and resurrect.
The Lexicons of Ancient Wisdom
These books have been lost for eons and are found scattered throughout the dungeons. Although they are impossible to pick up, they may still be studied. Their discovery is highly prized and valued by any Sage. These books are known by their singular appearance upon a pedestal, usually with candles about. These tomes will be found on levels 4, 8, and 12. In order to read one of these books, the Sage must make a full clear of the level prior to reading it. This is to ensure un-interrupted study.
- When read they bestow an influx of awareness that allows the Sage to rapidly and easily master other books of magic. The Sage may freely read spell books currently carried as loot without restriction or the need for testing and research. The amount of books that may be read is equal to half the dungeon level that the 'Lexicon' was discovered on.
- If the Sage leaves that level prior to clearing it the very first time, in any manner then this benefit is lost.
- Additionally, if the Sage's Level is greater than Twice the Dungeon level, then the Lexicon reveals no new information, and confers no benefit.
|Lexicon Studied||Sages Who Benefit||Free Books Studied|
|Level 4||8th Lvl or Less||2|
|Level 8||16th Lvl or Less||4|
|Level 12||24th Lvl or Less||6|
Griswold looks worried, and you've noticed that his forge has been cold and dark for the past several days. When you inquire further, he regales you with a story of how he lost his best forging hammer. It seems that a band of rampaging hell-spawn stole it earlier that week when he was down in the dungeons searching for some 'special' ore he needed for a 'confidential' project.
- You must retrieve his massive Forging Hammer. In the chaos of the battle in the depths of the earth, he was unable to spot for sure which creature it was that ran off with it. Keep an eye open for Griswold's Forging Hammer, which may be dropped by any creature.
- If you find an unidentified maul dropped by a monster, you may return it to Griswold.
- If you do this you may now make use of his repair services.
A Binding of Blood
A Sages most prized quality, the ability to discern solutions for complicated applications. In this most daunting task, the Sage gathers his most powerful intellect, and uses it to prove once and for all that he is, a master of his craft. In this quest he is charged by Cain to retrieve an item from the hand of the Demon Bloodlust.
- He is staking his life upon this gambit! He purchases as many potions of any type he might desire (as much as he wants to carry), then proceeds into a new game.
- He chooses from his spell book, the four spells he deems to be most useful for this task and hot-keys them. From this point on, he may not cast any other spells than the ones he has hot-keyed. Additionally, he may not hot-key different spells until the quest is complete.
- He now enters hell, and battles his way down to level 15. He then must slay Bloodlust (He is not required to slay any other creatures besides Bloodlust). During this portion of the quest, the Sage may not return to town until he is carrying the item dropped by Bloodlust.
- Failure in this quest is Hardcore Death!
Back to Variants