|






|

 |
| |
Act Overviews
In Diablo II, rather than the single town of Tristram, there are four distinct acts, meaning four distinct locations and towns to work from. These towns, ranging from the size of small encampment to bustling metropolis, are as unique in their own individual ways as any feature the game has to offer. From the Rogue Encampment of Khanduras to the Pandemonium Fortress of the bowels of Hell, each act brings about a new, and richly detailed landscape and personality. The four locations you will visit during your adventures are as follows;
Act I: Rogue Encampment
Established originally as a trading post and waypoint between the Western Cities and the Rogue Monastery, the Rogue Encampment now stands as the sole protector of the mountain pass dividing the regions of Khanduras and Aranoch. Although small, the camp is outfitted with extremely skilled vendors of many crafts, and will serve your purpose well during the first leg of your adventures in the realm of Sanctuary.
Act II: Lut Gholein
Hidden deep within the sands of the desert region known as Aranoch, Lut Gholein is a beautiful seaport on the shores of the Northern Twin Sea. Constructed long ago by and ancient people who obviously dabbled in the world of seacraft and trades between Aranoch and Kehjistan, much of the original city remains, with a large majority of it's people baring the Time of Troubles within the safety of it's heavily-guarded walls. A little over four times the size of the Rogue Encampment, expect many new faces, a much wider scale of vendors with unique services, and an overall much deeper and more detailed experience.
Act III - Kurast
Contained within the Eastern Jungles, otherwise known as Kehjistan, the remaining portions of Kurast lie as a reminder of a once-mighty civilization of people, struck down by the powers of the Three Prime Evils in the height of the Time of Troubles. A rat-pack of surviving mages and struggling vendors is all that remains within a small village literally built upon the docks once used to moor trading vessels incoming from the Northern Twin Sea, most likely on return from Lut Gholein. While it appears rather shabby, and not very safe, take heed to the fact that this place is enchanted with the powers of some of the most powerful socerers and other magic-users in the realm.
Act IV - Pandemonium Fortress
Forged by the will of the gods themselves, the Pandemonium Fortress stands as the sole presence of good in the most tremendous place of evil imaginable; Hell itself. While few residents live within it's walls, the Champions of Sanctuary working as vendors in this forsaken place are as skilled as any in their crafts, and will, no doubt, provide you with the services you require to survive. |
|
|
 |
|