Diakons
Three Variants with Divine Origins
concept by Charis
D2 conversion by Skandranon

Class: Barbarian, Paladin, Druid, Amazon, Sorceress
Tag: Angel (AA), Seraph (SER), Holy Avenger (HA)

Introduction

The ongoing Sin War dictates that good and evil will continually struggle for power. These three variants represent a set of three servants of light, the Angel (Rogue), Avenger (Warrior) and Seraph (Sorcerer). Whether they are themselves angels, or offspring of a human-angel pairing is unclear, but their zeal for good and hatred for Diablo exceed those of mortals. In some areas they are called Deacons.

## Rules for All Classes

This rule section deals with rules that apply to all classes. After this section, there are sections with more rules for each individual Diakon.

Rules

You cannot hope to fight evil by backing away. No Diakon of any subclass is allowed to retreat. This means exactly what it says. No backing away, ducking around a corner, running away, teleporting/leaping away. No emergency Town Portals (form TPs only when there are no monsters on screen or moving towards you). As long as you are advancing toward an opponent, however, you are not considered to be retreating, with one exception. Best advice here is positioning such that you have relative freedom of movement. You might also learn to love those little flitting Act V Imps.

Should you accidentally retreat, go to Tyrael and give him all your gold and any one item you have equipped. Leave it there. You may not accept the item if someone else picks it up and offers it back to you. If you cannot access Tyrael in your current difficulty, go back to an earlier difficulty. If you cannot access Tyrael at all, buy a stamina potion as a reminder to sacrifice your gold and item when you do get to the point where you can. This can be done at any point where you encounter Tyrael - Duriel's Tomb, Pandemonium Fortress, Worldstone Chamber.

Diakons will not do something as cowardly and villainous as striking an enemy in the back. Whether this is a Zakarumite running away or Diablo unleashing his lightning on someone else, they DO NOT STRIKE ENEMIES IN THE BACK. Period. This does not preclude the use of "Hit Causes Monster To Flee" - but once they're fleeing, the Diakon stops attacking them. This includes chasing them as if to attack them - therefore, you cannot HCMTF and "advance" out of a battle by chasing the fleeing creature (the advancement exception mentioned above). For subclasses using spells and the like, "back" is determined by whether their back is facing you or not. Leapers are exempt from this rule; they roll around so much anyway that they have no real vulnerability in terms of their back.

Gamble? Why would any such paragons stoop to gambling? Diakons are not even tempted to gamble.

Items

Helms
Diakons wear no non-circlet headgear. They are allowed to wear plain circlets (their halo, of sorts) as soon as they reach the level requirement (16) to wear them. They are forbidden from wearing Coronets, Tiaras, and Diadems, because those aren't halos. Circlets only. Diakons gain the ability to wear magic and rare circlets by completing quests (see the quests below).

Enchantments
Poison is an underhanded and despicable way of damaging creatures. Diakons are prohibited from ever doing poison damage in any way.

On the other hand, Diakons feel the power of the heavens with each spark of Lightning, and each one must be able to not only do lightning damage with a physical attack, should it come to that, AND, if they do not have access to a Lightning Bolt skill (i.e, Sorceress' Lightning or Amazon's Lightning Bolt) they must have equipped at all times an item which grants charges of Lightning as soon as they find one. If they find an item with charges of any other Lightning skill before that, they must hold onto it until they find an item with charges of Lightning.

Diakons do not use curses. At all. No charges of curses, nor cast of curse on attack/on striking. Cursing is a vile refuge of evil creatures.

Affix List
Anything not Prohibited, Preferred, Most Preferred or Special is allowed. Use of preferred items is not mandated, but highly encouraged. Use of Most Preferred items is still not mandated, but you'd better have a good excuse as to why you don't use an item of that sort when you find it. Special items are explained after the affix lists.

Prohibited: Strange, Weird, Septic, Foul, Corrosive, Toxic, Pestilent, Jagged, Deadly, Vicious, Brutal, Savage, Merciless, Ferocious, Cruel, Snake's, Serpent's, any prefix adding +Necromancer or +Assassin skills, of Maiming, of Slaying, of Gore, of Carnage, of Slaughter, of Butchery, of Evisceration, of Blight, of Venom, of Pestilence, of Anthrax, of the Leech, of the Locust, of the Lamprey, of the Bat, of the Wraith, of the Vampire, of Greed, of Vileness.

Preferred: Static, Glowing, Buzzing, Arcing, Shocking, Visionary, Lord's, Blessed, Saintly, Triumphant, Victorious, of Brilliance, of Sorcery, of Wizardry, of Enlightenment, of Excellence, of Transcendence, of Shock, of Lightning, of Thunder, of Storms, of Regeneration, of Regrowth, of Life, of Perfection, of Nirvana, of the Ages.

Most Preferred: Holy, Godly, King's, Master's, Grandmaster's, Faithful, of Life Everlasting, of Revivification.

Special: Glimmering, Glowing, Lunar, Arcadian, Unearthly, Astral, Elysian, Celestial, Consecrated, Pure, Sacred, Hallowed, Divine, Angel's, Arch-Angel's, all other +to class skills, of Light, of Radiance, of the Sun.

Angelic Items
he Diakon treats all Angelic items as "most preferred" pieces of equipment. If the Diakon is ever wielding the entire Angelic set, he/she is considered to meet all Light Radius and preferred item requirements, and one item slot where an Angelic item cannot be present can be replaced with any item, INCLUDING prohibited ones. Even when using the entire Angelic set, then, weapons, amulets, rings and armour cannot be filled with prohibited affixes.

Angel's/Arch-Angel's
The beasts of Hell know that Diakons roam the worlds of Sanctuary, and have engaged in trickery most foul. They have taken false Angel's items, and spread them all over the world. The only way to tell if they are true items is by testing them. True Angel's and Arch-Angel's items will be able to communicate their nature to a Diakon without sight.

The Diakon lays one of the Angel's or Arch-Angel's items to be tested at Tyrael's feet in the Pandemonium Fortress, then drops two other items of the same kind beside it. The Diakon then proceeds to the middle of the path leading down from the Pandemonium Fortress, and blindfolds him/herself. (This means the player turns the monitor off!) Then, blinded, the Diakon walks up the path, and reaches for the item most likely to be the Angel's or Arch-Angel's item. Then, the Diakon looks to see what he or she has picked up. (As soon as you hear the sound that means you picked something up, switch the monitor back on.)

If it is the Angel's or Arch-Angel's item, it may be used, and counts as a "most preferred" item. If it is not, the Angel's or Arch-Angel's item is obviously false and must be disposed of. If the Diakon is not a Sorceress, the item may be stashed, allowing any Monk's, Priest's, Slayer's, Maiden's, etc. item of the same general type (weapon, amulet, circlet etc.) as an "Angel's item-by-proxy".

Other Special Items
As soon as one is found, a weapon with Lunar, Arcadian, Unearthly, Astral, Elysian, Celestial, Consecrated, Pure, Sacred, Hallowed or Divine must be kept in the second weapon slot (at least). The more powerful, the more preferred. Lunar, Arcadian, Unearthly, Astral, Consecrated, Pure, and Sacred count as "preferred" when held in either weapon slot. Elysian, Celestial, Hallowed and Divine count as "most preferred".

Very few, very rare items occasionally appear with great holy power. This is easy to tell because of the double indication of their holiness as their name. Such an example would be a Sacred Sacred Globe, or a Divine Divine Scepter. The power of these items is not to be underestimated: using one allows you to automatically detect true Angel's and Arch-Angel's items (no test required). The lesser forms, where there are two holiness indicators that are not identical, like a Pure Holy Water Sprinkler or a Holy Sacred Armour, can judge Angel's items but not Arch-Angel's items.

Sets/Uniques
Of the Set items, only the Angelic set has special properties. Cathan's, Civerb's and Milabrega's are "preferred". Arcanna's, Berserker's, Cleglaw's, Death's, Infernal, Tancred's, and Vidala's are prohibited.

The exceptional sets are all prohibited with one exception: the item Laying of Hands. If a Diakon possesses Laying of Hands, he or she can only use it in one situation: during the Quest of Righteousness. While Laying of Hands is equipped (and this is the only time it may be so), the Diakon may consume potions, freeing up belt space where other potions can be picked up. Needless to say, while the Diakon is laying on hands, he or she cannot make any offensive action whatsoever (remove Laying of Hands to be able to do damage again).

With uniques, in general, anything dark or grey or savage-sounding prohibited; holy and glorious preferred - and anything with -LR is prohibited.

Preferred: Stormguild, Stormchaser, Moser's Blessed Circle, Goldwrap, Goldskin, Coif of Glory, Stormrider, Stormstrike, Goldstrike Arch, Stormeye, Spire of Honor

Most Preferred: Heavenly Garb, Guardian Angel, Hand of Blessed Light, Skystrike, Lightsabre

Quests

1) Killing Diablo and Baal
Diakons, at all times in their life, aspire to become brightly shining beacons of the forces of Light. They MUST wear at least one item of +Light Radius as soon as they have found one. They will continue to acquire and hold on to, if not wear, items of +Light Radius as they adventure. This relates to killing Diablo and Baal. A Diakon must meet certain conditions before he/she is allowed to kill Diablo and Baal.

To kill Diablo on normal, the Diakon must be wearing two "preferred" items, and have at least +4 light radius. To kill Baal on Normal, the Diakon's Light Radius requirement rises to +6.

Diablo in Nightmare requires that at least three items be "preferred" and one item be "most preferred". Additionally, the Diakon requires a Light Radius of +7. Baal in Nightmare raises the Light Radius requirement to +9.

In Hell difficulty, the character must have at least three each of "preferred" and "most preferred" worn. At this level, stacked affixes on rares may be treated as separate items (i.e., a rare +7 light radius glove would count as two "preferred" items). At previous levels, they count as one item. Non-rare items still count as only one item. A Light Radius of +10 is needed for Diablo, and Baal requires +12 LR.

For purposes of killing Diablo and Baal, +LR items and circlets are considered "preferred".

2) Hadriel's Trial
When the Diakon reaches Hadriel for the first time in Hell difficulty, Hadriel commends the Diakon on his or her accomplishment, and allows the character to participate in Hadriel's Trial. This will occur in a new game.

To undergo Hadriel's Trial, the Diakon must start a new game and either stash or drop all potions of any sort. Then, the Diakon proceeds down the City of the Damned waypoint, and proceeds to attempt to lure as many creatures as possible to Hadriel. During this Trial, advancing towards Hadriel is not considered retreat, even if it takes the Diakon away from monsters. The Diakon may not kill any creatures during this time.

Once the Diakon arrives at Hadriel, he or she may destroy every creature that followed him or her to Hadriel's sight, and then may proceed up the River of Flame waypoint, down the City of the Damned waypoint, and repeating until the River is clear (this includes Hephasto the Armourer). If the last boss monster killed drops a Magic item, the Diakon has earned the right to wear magic circlets. If the last boss monster killed drops a Rare, the Diakon has earned the right to wear rare circlets. If the last boss monster drops both, the Diakon may choose.

3) The Quest of Righteousness
To undertake the Quest of Righteousness, every piece of gear worn by the Diakon must have +Light Radius or be Angel's, Arch-Angel's or Angelic. The Diakon fills his or her belt, empties his or her inventory, then proceeds down the front steps of the Pandemonium Fortress. The Diakon then proceeds towards Diablo. Each area along the way must be full-cleared, and NO town portals OR waypoints may be used until Diablo is dead. The potions may NOT be used before reaching Diablo, and extras may not be picked up and stored. Any Diakon completing the quest in Normal may attach "Righteous" to their name; in Nightmare, "Most Righteous"; in Hell, "Most Righteous xxx on High".

## Angel

Class: Amazon, Sorceress
Tag: AA

Rules

When starting out, Angels learn to rely on divine providence to provide needed equipment; they sell off all their starting equipment for 1 gold.

Angels need to tap into their inner energy to reach the higher levels of their power. +3 Energy is REQUIRED every level up.

Skills

Amazon
Lightning Bolt is REQUIRED: It must be at least slvl 1 per 4 levels obtained. (The slvl of Lightning bolt must be at least clvl/4, rounding down.) Since you don't get it until level 12, it means that for the next four levels after you get it, all your points go into Lightning Bolt. Improving Charged Strike, Power Strike, Lightning Fury, or Lightning Strike is nice but not mandatory.

Allowed: Jab, Fend, Power Strike, Charged Strike, Lightning Bolt, Lightning Fury, Lightning Strike.
Inner Sight, Critical Strike, Penetrate, Pierce, Slow Missiles.
Cold Arrow, Ice ARrow, Freezing Arrow, Fire Arrow, Immolation Arrow.

Disallowed from Use: Impale, Poison Javelin, Plague Javelin.
Dodge, Avoid, Evade, Decoy, Valkyrie.
Guided Arrow, Strafe, Magic Arrow, Multipleshot

Angels absolutely rely on the cleansing power of holy lightning. However, Amazon Angels may supplement their attacks with another elemental power. Since elemental power comes from the elements, it's created by divine power. Diakons will not do something as barbaric as Impaling someone, instead choosing to Jab or Fend to defend themselves. As stated before, the Angel will refuse to use poison. Dodge, Avoid and Evade smack of retreating, even if they involve staying in place, the Angel's duty is to face evil fearlessly and without flinching. Summoning creatures like the Decoy and Valkyrie, however "good" they may appear, is actually summoning spirits of demons and is strictly prohibited. Guided Arrow and Strafe suggest some kind of demonic assistance guiding the flights of the arrows, and must be avoided.

Sorceress
LIGHTNING is required; not Chain Lightning, plain Lightning (see Amazon Angels' rules regarding Lightning Bolt; they equally apply to Lightning). You can invest in other Lightning skills... if you really want.

Sorceress Angels are not restricted in any spell choices. They can use any of their available skills. HOWEVER: Spell levels are restricted by LIGHTNING's spell level. The Lightning spell acts as the Sorceress Angel's energy tap, which is the basis of her drawing elemental energies out of the aether to power her spells. Certain spells have a maximum number of points invested based on Lightning's current number of points invested. This is expressed as a percentage based on Lightning's current spell level, rounding down, but at least one point. Therefore, even though Charged Bolt maxes at 75% of Lightning's invested skill points, you can still place one point into it at level 1 (you just cannot raise it to level 2 until Lightning is slvl 3). Since the most points you can have invested in Lightning is 20, every other skill maxes at a certain value that I have written next to the percentage. Keep in mind that is only the maximum after Lightning has reached 20.

Spell Chart
Lightning Spells | Cold Spells | Fire Spells
Charged Bolt Static Field Telekinesis Lightning Nova Chain Lightning Thunderstorm Teleport Energy Shield Lightning Mastery | 75% slvl 15 33% slvl 6 100% slvl 20 100% slvl 20 75% slvl 15 75% slvl 15 66.7% slvl 13 100% slvl 20 50% slvl 10 100% slvl 20 | Ice Bolt Frozen Armor Frost Nova Ice Blast Shiver Armor Glacial Spike Chilling Armor Blizzard Frozen Orb Cold Mastery | 100% slvl 20 100% slvl 20 100% slvl 20 100% slvl 20 75% slvl 15 100% slvl 20 100% slvl 20 66.7% slvl 13 33% slvl 6 100% slvl 20 | Fire Bolt Warmth Inferno Blaze Fireball Enchant Firewall Meteor Hydra Fire Mastery | 100% slvl 20 50% slvl 10 100% slvl 20 100% slvl 20 100% slvl 20 100% slvl 20 33% slvl 6 50% slvl 10 50% slvl 10 100% slvl 20

The emphasis, therefore, is on a Sorceress that uses alternative, non-mainstream spells.

## Seraph

Class: Druid
Tag: SER

Rules

The Seraph is altogether a different sort of creature. The Seraph does not use lightning, instead choosing to manifest the wrath of the heavens through wind. However, the Seraph still quests to obtain an item with Lightning charges (like all non Lighting Diakons). The Seraph relies not upon his own health, but trusts in divine forces to safeguard his life. There is a limit of +1 Vitality per level up - NO MORE may be added per level up. He is also devoted to maintaining an energy link, but at a lesser level...only 1 Energy REQUIRED per level up.

Skills

Either Tornado or Twister is required with the same provisions as Lightning Bolt for the Amazon Angel.

All Shapeshifting skills are prohibited. Shapeshifting is altogether too similar to Diablo.

As far as Summon skills go, Carrion Vine and Solar Creeper are allowed. Oak Sage, Heart of Wolverine, Spirit of Barbs, Raven, Spirit Wolf, Dire Wolf, Grizzly Bear, and Poison Creeper cannot be used.

All Elemental skills are allowed.

The explanation as to why the Seraph is allowed summonables is because the vines aren't really summonables, they're just resident flora that decide to follow along. No demonic spirit is instilled in them. However, the spirits look far too much like Will'o'the Wisp type monsters to be trusted.

## Holy Avenger

Class: Paladin, Barbarian
Tag: HA

Rules

The Holy Avenger, while being a virtuous warrior for the light, shares the same need for energy as the other Diakons. 2 Energy REQUIRED per level up.

Skills

Barbarian
Barbarian Holy Avengers look to face evil in all its forms. They recognize that weapons to do so exist in the world, but they must first be found and identified before the Barbarian decides where to focus his strength. The Barbarian HA cannot place points in any weapon masteries until he has found an Elysian, Celestial, Hallowed, or Divine weapon of that type. He MUST place at least one point in the mastery of any weapon he finds that is so prefixed. He cannot raise his mastery in any one weapon higher than 10.

Allowed: Howl, Shout, Battle Cry, Battle Orders, War Cry, Battle Command
All masteries are allowed.
Bash, Stun, Leap, Concentrate, Leap Attack, Double Swing, Double Throw, Berserk.

Disallowed from Use: Taunt, Find Potion, Find Item, Grim Ward, Whirlwind, Frenzy.

A Holy Avenger must never succumb to a Frenzy; instead, he must stand his ground in the face of the enemy. This prohibits Whirlwind. He will also not defile the dead by doing unspeakable things to corpses.

Paladin
Holy Shock is the manner in which a Paladin conveys heaven's power to earth, as is Fist of the Heavens. A Holy Avenger Paladin must raise these skills to level 5 by level 35. After that, one of them is selected and must be raised according to the Lightning Bolt rules as seen in the entry for the Amazon Angel. Furthermore, he may not raise any skill above 5 points invested, except for certain exceptions noted below.

Allowed: All Defensive Auras.
Might, Holy fire, Blessed Aim, Concentration, Fanaticism, Conviction, Holy Freeze, Holy Shock, Sanctuary.
Sacrifice, Zeal, Vengeance, Fist of the Heavens, Holy Bolt, Blessed Hammer, Smite, Charge Holy Shield.

Disallowed from Use: Thorns and Conversion.

The only two prohibited skills are there because they are not part of the Holy Avenger's mission. Conversion is a forced conversion, which is not honourable - far better to redeem after they're dead. And Thorns is prohibited because it is not the Holy Avenger's goal to enter combat to be struck. Fist of the Heavens and Holy Shock may be raised without limit. Vengeance is the Holy Avenger's mission, and may be raised without limit. Conviction is also a sign of a devoted Holy Avenger, and may be raised without limit. Every other skill is limited to 5 points maximum.