Liberati
by Charis


Class: Warrior typically
Tag: LIB

Introduction

You thought that only sorcerers get excited to see a Library?! The Liberati's motto is "Location, location, location!"

Quiet followers of the ancient ways of the Horadrim, the Liberati are avid bailiffs of justice, thoroughly familiar with the arts of magic, and avid readers. They are also known as pioneers of the TeleWave and TeleStorm. It is rumored the Liberati can cast through walls...

Rules

Starting out the LIB should (if possible) receive a Liberating Weapon, one +magic or +mana jewel to represent his enhanced wisdom, and one high level spell book (read with loaned readers) which can only be used in libraries. (See more on location-based item/spell use below.)

Liberati particularly like to coop with Judges, Marshals, Executioners, and Elitists. Multiclasses are certainly possible, with a Paladin or Goth coming to mind as an excellent choice. However, the Avenger's no-retreat and the Horadrim's love for strategic positioning would clash.

Items

Armor, Helm, Shield
Any plain items or +mag/+all.

Jewelry
As long as suffix is +mag or +all; any prefix allowed.

Weapons
Weapons used are based on the location of the Liberati. See more below.

Uniques
(Optional for those with mules- start with a relatively weak Liberating weapon, and upgrade with each 'different' new Tome read)

Several artifacts were crafted by or used by Horadrim of old, and present special powers to the Liberati.

Wizardspike, Inferno, Jholm and Schaefer's can be wielded at any time, although their bases items would not be.

Locations

The Liberati, being followers of the Horadrim, have powers which are bound up in the magic properties of certain locations. These powers involve spells, and importantly, allowed weapons. (Note: Locations are what is on screen at the moment.)

Goat shrines
No weapons, no spells, flee if possible.

Anywhere Else
Staves and nightsticks (club, spiked club) are allowed at all times, as are utility spells, firebolt, regular lightning, and charged bolt.

Library
Gavel (Hammer) and all spells may be used

Horadrim Chamber
(.ie., with one of those books with tales you can 'read,' such as "The Sin War")

The Liberati is at the height of his powers, and wields a "Liberating Weapon." All forms of lightning may be used here.

Liberating Weapon
This weapon may be a Hammer, Mace, Morning Star or Maul. It may be unique, or magic with one of the following properties: Merciless, Savage, King's, Champion's, Lord's, of Heavens, of Sorcery, of Carnage, of Slaughter, of Speed/Haste.

The starting out LIB should receive such a weapon, never let it leave his inventory, and use *only* in such chambers (i.e. with the book on screen). If he dies wielding this gifted weapon, it disappears forever.

Cauldron, Blood Founatin, Fountain of Tears, Purifying Spring
Here is it time to wield his "Sword of Justice."All forms of fire spells may be used here, as well as Guardian and Golem.

Sword of Justice
The Sword of Justice is a sword which is unique or with one or more of the following properties: King's, Champion's, Master's, Lord's, Meteoric, Gold, Weird, Strange, Lightning, Flaming, of Slaying, of Swiftness/Speed/Haste. A Lightning Sword of Swiftness was used in the days of old by the Horadrim themselves.

Butcher's Chamber
Like the eye of a hurricane, within the walls of the Butcher's room is an area undisturbed by evil, and there the LIB may use any normal magic weapon or spell to slay opponents.

The Lair of King Leoric
The spell of Holy Bolt is reserved for the Skeletal King and his cohorts alone.

Chambers of Lazarus
This room has anti-magic properties for the LIB, and he strongly prefers to lure ALL inhabitants out (to a cauldron or pentagram, ideally).

Pentagram
Imbued by the Horadrim to cast the mightiest of spells while standing within the Pentagram, this focal point has been a center of the Sin War for many many years.

(Interpret this how you want, but have fun :) Special rings, loading him up with a high lvl high-slvl spell used only here, a Plentiful Apoc staff... whatever seems appropriate.)

The Maze (on dlvl 16)
Only the Sword of Justice can penetrate the chaos bound within these walls.

Switch Rooms (on dlvl 16)
Liberate the switches with your Weapon of Liberation.

Diablo Lair (Diablo's room on dlvl 16)
The Liberati does not lob a wakeup spell from a distance, oh no!! Diablo must be woken up by sight, or (when strong enough) by flooding the room with Elementals, Guardians and Flame Waves!