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Quests

Quests

Four-and-twenty deeds lie between the town gate and the Lord of Terror — sixteen of the first descent, eight more that Hellfire loosed upon the deep.

Each quest wakes at a set depth. A handful raise their own themed halls — Cathedral, Catacombs or Caves — while the rest play out in the ordinary dark. Some are offered only to one who descends alone.

Choose a quest to unfold its tale.

24 quests shown

Quest Dungeon Level Special Area Availability
A townsman, gutted and fading, gasps a warning before he dies: a thing of blades and hunger has made a slaughterhouse of the second floor. The Butcher waits amid the bodies of those it has already taken. Cut it down and its great cleaver is yours to bear back into the dark.
Pepin the healer finds Tristram's well fouled and the townsfolk sickening. The rot rises from a cave passage below, where fetid horrors befoul the spring at its source. Cleanse it, and Pepin rewards you with the Ring of Truth.
Ogden speaks of Leoric, the once-just king driven mad and long dead, who will not keep to his tomb. The Skeleton King has risen to raise an army of the dead beneath his own crypt. End his second reign and lift the Undead Crown from his bones.
A cowardly mage begs for his life, promising to forge you a mighty gift if only you spare him. He works his craft, hands over a lesser trinket, and then, greed swelling past fear, turns his magic upon you. Kill Gharbad and take what he truly hoarded.
Demons have torn the sign from Ogden's tavern and dragged it into the labyrinth for sport. Ogden asks only that his humble shingle be returned. Recover it from the creatures that stole it, and he presses the Harlequin Crest into your hands.
A caravan was ambushed on the road to Tristram, and Griswold's promised delivery, a stone fallen from the heavens, was lost in the raid. The smith asks you to find it in the depths. Return the Magic Rock and he forges it into the Empyrean Band.
An old tome tells of Arkaine, a hero whose armor was sealed away behind a rite of blood. Three blood stones must be set upon their pedestals to open the vault. Complete the rite and claim Arkaine's Valor.
A mouldering book speaks of a sealed vault deep in the Catacombs, warded with bone and heavy with hoarded treasure. Clear the chamber of its guardians and work the levers that hold it shut. Within lie magic relics and the deeper secrets of the Guardian spell.
The Book of the Blind tells of souls damned to wander sightless through a maze of their own torment. Somewhere in those halls hangs a relic that sees what its bearers never could. Brave the Halls of the Blind and claim the Optic Amulet.
Zhar, a sorcerer long lost to his studies, mutters over his books in the dark and suffers no interruption. Speak with him and he offers a grudging gift, then madness takes him and he turns his spells upon you. Put him down and take his tomes and treasure.
Adria the witch needs rare reagents for a brew of true power: first a Black Mushroom from the fungal deeps, then the demon's brain it feeds. Gather what she asks and bear the parts between witch and healer. The labor ends in the Spectral Elixir, and strength in every limb.
Griswold speaks of the Anvil of Fury, a smith's tool forged in hell and set upon an island ringed with fire. Cross the burning dark and wrest it from what guards it. Bring it back, and the smith hammers out Griswold's Edge.
Lester, a plain farmer, finds a monstrous bulb rooted where his orchard should grow, its stalk sealing the way to the Hive below. He hands you a rune bomb to blast it open. Clear the path and the Auric Amulet is your reward.
A wandering oddity who calls himself the Complete Nut has lost two prized garments in the Hive and wants one returned. Descend, recover the suits, and bring back the one he asks for. He parts with the Bovine Plate for your trouble.
Celia weeps for a lost toy, a teddy bear carried off into the deep by the things that dwell there. Slay the demon that took it and return the bear to the child. She has little to give but her thanks, and a small charm besides.
Deep in the Hive festers the Defiler, a demon lord grown fat on corruption. Hunt it through the nest it has made and end it. From its ruin, take the map that opens the way onward.
A merchant has strayed far below where no merchant should walk, cut off among the horrors of the deep. Find him in the dark and see what wares a desperate trader still carries. He deals in oddities the town shops never stock.
Gillian speaks of a grave that will not rest, and a map that must be laid upon it. Take the Cathedral Map to the marked tomb and set it in its place. The stone grinds aside, and the Crypt yawns open below.
An ancient stone stands in the deep, said to bind whatever is placed upon it and hold it fast across worlds. What one hand leaves here, another may take up. It grants no relic, only a passage for goods between those who descend.
A journal warns of Na-Krul, a demon of the old war sealed behind wards of ritual and word. Read the tomes in their proper order to weaken his bindings, or meet him at his full and terrible strength. Fell the ancient and claim his hoard: great blade, war staff, bow, and the Book of Apocalypse.
The Steel Tome tells of a warlord who holds an armory of the fallen against all who would pass. He bars the stair to the depths, ringed by his Steel Lords. Break his guard and cut him down to claim the arms and armor he hoards.
Lachdanan, a knight of Leoric's guard, was cursed to undeath with his king and begs release from his torment. He asks for the Golden Elixir, that he may drink and die at last. Grant him peace, and the grateful knight leaves you the Veil of Steel.
Deckard Cain names the traitor: Lazarus, the archbishop who led Tristram's people to slaughter and spirited the young prince into hell. His lair burns at the threshold of the deepest dark. Slay him and his summoned lords, then press on toward the prince he stole.
All roads through the labyrinth end here, at the Lord of Terror himself. Diablo waits in the lowest hell, wearing the flesh of a stolen child. There is no reward but the world above: face him, and end the terror at its root.

No quest answers to that search.

Drawn from the game's own quest table as preserved by DevilutionX. Dungeon depth is the single-player level; a few quests sit deeper in a shared game.

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