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The unofficially named Prologue is the very first storyline mission in Diablo Immortal, and the only Wortham quest in the base storyline. This quest also doubles as a tutorial. It begins with the Ferryman dropping the player at a docks near the town.

Objectives[]

  • Head through the Forest to the town of Wortham.
  • Investigate the Abandoned Building.
  • Continue on the Path.
  • Kill the Infested Villager.
  • Continue on the Path.
  • Kill the Infested Villagers.
  • Continue on the Path.
  • Kill the Cultist and the Infested Villagers.
  • Continue on the Path.
  • Kill the Cultists and the Undead.
  • Kill the Putrid Desecrator.
  • Continue on the Path.
  • Talk to the Guard at Wortham's gate.
  • Find the Vile Refuge.
  • Kill the Acolyte of Damnation.
  • Free the Shackled Villager.
  • Talk to Korrin.
  • Interact with the Portal to Return to Wortham.
  • Talk to the Blacksmith.
  • Talk to the Survivors in the Chapel.
  • Assist the Guards at the Western Gate.
  • Reach the Unseen Lair.
  • Defeat the Cultists.
  • Search for the Worldstone Shard.
  • Kill Eskara.
  • Kill Ifriss the Destroyer.
  • Examine the Worldstone Shard.
  • Enter the Portal to Wortham.
  • Talk to Cain in Wortham's Chapel.
  • Take the World Map.
  • Talk to Cain.
  • Exit the chapel and head to Ashwold Cemetery.

Transcript[]

DIlogue

The player approaches the docks near Wortham on boat

  • Ferryman: This is it. The dock for Wortham. That whole village has gone to hell! You sure I can't take you someplace else?
  • Class
    • Barbarian: Yes, I am. This is the path to town, then?
    • Blood Knight: I don't have it in me to turn back. Are we close to the town?
    • Crusader: No. The Light of Zakarum has come to deliver the faithful. The path to town is up ahead, then?
    • Demon Hunter: Hm. Gone to hell, you say? I'm in the right place, then.
    • Monk: No. Inna has set me upon this path, and I shall not waver. Beyond this forest lies the village, yes?
    • Necromancer: You could, but you won't. Wortham is beyond the forest, I take it?
    • Tempest: No. The winds tell me I am precisely where I should be. The town is this way, I presume?
    • Wizard: I didn't cross the world just to leave now. The town is through the forest. I assume?
  • Ferryman: Aye, follow the road and be on your guard. Unfortunate things happen to travelers in that forest.
The Ferryman arrives at the pier, and the player disembarks the boat.(1)
  • Class
    • Barbarian: Hmph, I am no defenseless pup. Still, I thank you for the advice.
    • Blood Knight: So I've heard. I can't wait to take part.
    • Crusader: Ha, I will heed your advice then. Go with Akarat, friend.
    • Demon Hunter: Thank you, but I am a hunter, not prey.
    • Monk: I see. Then may the gods bless both of our journeys, friend.
    • Necromancer: Do not concern yourself over my fate. Death and I are old friends.
    • Tempest: Your warning is appreciated, but unnecessary. I am what unfortunate things fear.
    • Wizard: I believe in preparation, not fortune, but thank you, will keep my eyes open.
Some noise can be heard from a nearby abandoned building. Investigate it.(2)
DIlogue1

The building contains an undead and its dying victim

After killing the undead, continue on the Path
DIlogue2

The player comes across an undead feeding on a carcass

  • Class
    • Standard: The undead. What fate has befallen Wortham?
    • Blood Knight: The creeping dead. It always starts like this.
    • Tempest: The risen dead. That rarely bodes well.
After killing the undead, continue on the Path(3)
DIlogue3

The player comes across more undead feeding on a carcasses

After killing them
  • Class: More lives consumed by darkness...
Continue on the Path
Drained Villagers

The player comes across a cultist draining villagers of essence and turning them to undead

  • Class: Get away from those villagers!(4)
After killing them, continue on the Path
DIlogue4

The player comes across more cultists draining villagers to create undead

After killing them,(5) continue on the Path
DIlogue5

In a clearing, the player meets a Priestess of the cult

  • Eskara: An outsider... drawn where they do not belong. Yet you are too late. Wortham is damned.
Putrid Entrance

The priestess summons a demon, then disappears

After defeating the Putrid Desecrator,(6) continue on the Path
DIlogue6

At Wortham gates, a guard hurriedly calls his colleagues from the town

  • Wortham Guard: (points in a direction) After 'em, quickly! I'll secure the gate!
The other soldiers rush towards the pointed Path
DIlogue7

Meanwhile on the path, some Cultists drag a villager with them

  • Cultist: Bring the offering! The gift of blood shall open our lord's path.
Talk to the guard at the gate
  • Wortham Guard: You there! What's your purpose, stranger?
  • Class
    • Standard: I received word that Wortham had been attacked. The mayor requisitioned aid. What can do to help?
    • Blood Knight: Just passing by on my way to the woods. Didn't your mayor call for aid?
    • Tempest: Your mayor issued a call for assistance. I'm here to provide it. What can I do to help?
  • Wortham Guard: The mayor? Akarat bless that man's soul. Those cultists you just carved through attacked the town and dragged our people toward the caves in the west.
    You're here to aid us? Then help my men kill those bastards and bring back anyone who lives. Go. Please, hurry!
    We'll guard the gates with our lives, I promise you.
(7)Start heading west to the cave
DIlogue8

The player comes across an injured guard

  • Class: Get to safety! I'll find the villagers.
The player comes across another guard
  • Class:
    • Standard: The others are guarding the gates. Get to them quickly!
    • Blood Knight: Your fellows are guarding the gates. Hurry to them.
    • Tempest: Your allies defend the gates. I suggest you join them.
Continue along the Path, killing hostile wildlife on the way(8)
DIlogue9

The mouth of the cave is infested with spiders

  • Class: This must be the cavern the guard spoke of.
After killing the spiders head into the cave,(9) killing Cultists on the way(10)
DIlogue10

The player finds some villagers tied to crosses

  • Villager: You, there! Get us out of here, please!
A priest of the cult appears
  • Acolyte of Damnation: Ah, another sacrifice arrives... Through your flesh, the Lord of Damnation shall have his prize!
Partway into the battle, the Acolyte stuns the player
Acolyte Siphon

The Acolyte absorbs the captured villagers' essence to empower himself

After defeating the Acolyte,(11) a cage falls down from the roof of the cave and breaks, revealing a bound villager (the same that the cult dragged away earlier). Untie him
  • Korrin: Gods, h-he... killed them. He killed them all!
DIlogue11

Talk to Korrin

  • Class
    • Standard: You're all right, friend. Tell me, do you have the strength to make it out of here?
    • Blood Knight: And I killed him. Can you make it out of here?
    • Tempest: Calm yourself. You're safe now. Still, we shouldn't linger. Can you walk?
  • Korrin: Y-yes, think so. Wait, one of the others had a portal scroll, but we couldn't reach it... There! There it is! Come, let's leave this miserable place forever!
Korrin opens a portal to Wortham. Follow him through the portal
  • Villager: The old man in the church? A Horadrim? Ha!
  • Villager#5: (to her mother) What are we to do to stop a demonic cult?
  • Villager#3: I knew that red sky was a dark omen!
  • Villager#2: It's just like Cain warned us...
  • Village#6: We should ask Elder Cain about this.
DIlogue12

At Wortham, talk to Korrin at his shop

  • Korrin: You know. I didn't thank you properly, friend. I'm Korrin, the village's blacksmith. If you need to improve your armor or weapons, please see me.(12)
After salvaging inferior equipment
  • Korrin: Salvaged materials can be used to upgrade your weapons and armor. So, keep 'em safe, all right?
A badly burnt villager appears at the town's waypoint and weakly crawls away from it
  • Villager#1: (hugs her child) Light's mercy! Is that Aelin?
The villagers begin to gather
  • Villager#2: What did they do to him?
  • Villager#3: Somebody call Elder Cain!
Damned Conduit

Blood erupts from Aelin's body, forming the visage of a demon, to the horror of the villagers

  • Skarn: My eye is upon you. Weep and despair! For the sin of your existence will be bled away. (the image expires, and Aelin dies)
Inspect the corpse
  • Class: Nothing remains but char.
    • Blood Knight: Nothing remains but ash...
Most of the villagers fled to the chapel. Go there and speak with them
  • Villager#4: A demon in Wortham!
  • Villager#5: Mother, I'm scared! (hugs her mother)
  • Villager#1: It will be alright. It has to be.
DIlogue13

Talk to the Elder

  • Deckard Cain Remain calm, everyone. We are not bereft of hope yet!
    (notices the player) Ah! Hello, friend! You've arrived at quite a difficult time. As you can plainly see, the townsfolk are ill at ease. But we should be safe enough here for the moment.
    My name is Deckard Cain. I'm a bit of a traveling scholar, one might say Lyra, here mentioned you saved Korrin from the cultists before that sudden commotion in the square. Please tell me everything!
  • Class: It seems dark forces have set their eyes upon Wortham. The cultists' leader mentioned a Lord of Damnation... said he was seeking some "prize." That face wreathed in flame could have only been his.
  • Deckard Cain: "Lord of Damnation..." Things are far worse than I imagined. The forces of hell are seeking a shard of the Worldstone, an artifact with the power to create entire realities.
    Five years ago, the demon lord Baal nearly brought all of humanity under his thrall using that stone.[1] If the demons were to obtain even a shard of it, the results would be catastrophic. We cannot allow that to happen...
A guard rushes into the chapel
  • Wortham Guard: Adventurer! Cain! The cultists are attacking the western gate! We need help holding them back!
Head to the Western Gate to aid the defenders
After defeating the invaders(13)
  • Wortham Guard: The attack came from the west. There must be another stronghold there. Don't worry about the town. Go! Show those cultists no mercy!
Reach the Cult Stronghold in the west
Unseen Barrier

The stronghold is protected by a barrier, and guarded by cultists

After defeating the Cultists,(14) the barrier drops. Head into the Unseen Lair, killing Cultists and their minions along the way
DIlogue14

The player comes across a group of cultists,led by Eskara, conducting a ritual

  • Eskara: Lord Skarn, the shard is ours and the rite is nearly finished. The way will open!
  • Skarn: You are not alone, supplicant. Slay the intruder in my name.
After defeating the Cultists and Eskara (15)
  • Eskara: Hell comes for you!
Ifriss Entrance

Eskara uses her remaining vitality to summon a demon

After killing Ifriss,(16) retrieve the shard
  • Class
    • Barbarian: A shard of the Worldstone... we swore to defend it, and paid the price in blood.[1]
    • Blood Knight: Leftover Worldstone. That would trouble the Annulet enough to let us loose.
    • Crusader: So this stone is the power for which angels and demons wage eternal war...
    • Demon Hunter: A shard of the Worldstone... it smells of demonkind.
    • Monk: The power to create worlds, or a simple rock. Perhaps both.
    • Necromancer:By Rathma...An endless sea of souls have perished because of this stone. It is a beacon to life and death.
    • Tempest: A shard of the Worldstone... There was a time when it might have saved my home, but now it festers with corruption.
    • Wizard: So this is a piece of the Worldstone.... absolutely fascinating.
  • Class: Cain will know what to do with it.
Use a portal to return to Wortham
DIlogue15

At the Wortham Chapel

  • Deckard Cain: What you've accomplished is miraculous, my friend. To face such foes and live to tell the tale...simply astounding.
  • Class: We were lucky I arrived in time. The cultists were summoning demons. Their leader called out to the Lord of Damnation, a demon named Skarn.
  • Deckard Cain: Skarn... I have never heard of this name before... and, as far as I know, there is no Demon Lord of Damnation. Most troubling.
  • Class: Indeed. And there's the matter of what we do with the shard. This sort of power does not belong in mortal hands.
  • Deckard Cain: On that, we agree. You see, I did not come to Wortham by chance, my friend. A Horadric ritual allowed me to divine the location of several Worldstone shards.
    One was here in Wortham. The other lies somewhere in the nearby cemetery of Ashwold.
    I came here hoping to obtain the shards, and destroy them, if possible... before calamity descends upon us all.
Xul Puppet

An animated skeleton enters the chapel through a portal,then assumes the visage of its master

  • Xul:Be not alarmed, my old friend. For these frail bones come to you with an urgent request.
    My apprentice, Lethes, through foul means acquired a shard of the Worldstone. In her pursuit of power, she has brought ruin upon Ashwold. The dead rise from their graves and the Balance teethers on the brink of disruption.
    Much like I, you cannot have forgotten the significance of that stone or the sacrifice it took to end its threat.[2] So, beg of you to lend your aid, however you can.
The magic animating the skeleton expires, and the skeleton falls in pieces
  • Deckard Cain: Darkness is spreading once again and it seems I must ask the impossible of you. Will you help me collect these corrupted shards and save our world from oblivion?
  • Class
    • Barbarian: It was once my people's sacred charge to guard the Heart of Creation. We failed at that task.[1] To be given a chance at redemption, like this... how could I refuse?
    • Blood Knight:"All that remains of my life, weighed against the darkness." A pledge I made in blood. I can do the impossible — so long as there are no complaints about my methods.
    • Crusader: The Lords of Hell tried to corrupt the Zakarum priesthood. They destroyed our leadership, but could not destroy our faith. I will not stand by and let the Burning Hells take any more from us.
    • Necromancer: The infinite power of creation, held by a being who would claim dominion over damnation itself. I can think of no greater threat to the Balance. When do we start?
    • Monk: The Patriarchs ordered me to walk these lands, but I did not know why. I followed the path, regardless. That journey has now led me here, to you. That is not coincidence: no, it is fate. And I will rise to meet it.
    • Tempest: I was banished from my homeland because I would not turn a blind eye to the plight of those beyond the Isles, and I will not now. You cannot spare one branch while the tree burns.
    • Wizard: Of course I will. After all, Cain, power yearns to be exerted. And infinite power? Well, I will do everything I can to ensure that is something we never witness unleashed.
  • Deckard Cain: Before you leave, I have a few gifts for you. The first of which lies here on the altar. While it may be simple, a good map is of vital importance! It will surely aid you upon your travels.
Take the World Map from the altar
DIMap

Map of Sanctuary

  • Deckard Cain: (as the player examines the map) This is Sanctuary. To protect it, you must cross many lands... where forgotten evils linger. Yet, you must go without fear... into the heart of the unknown. This burden falls to us. A chance to fight the darkness.
DIlogue16

After taking the map, talk to Cain

  • Deckard Cain Here, this portal scroll has been specially attuned. Once you have reclaimed the Worldstone shard from Ashwold, you can use that scroll to open a portal to Westmarch. There, we will find a means to destroy the shards forever.
Exit the Chapel(17) and travel to Ashwold Cemetery

Tutorial[]

Note: The following tutorial occur at specific points in the gameplay, marked in the transcript by superscript numbers in curved brackets.
  1. Movement tutorial
  2. Primary Attack tutorial
  3. First Skill is unlocked
  4. Second Skill is unlocked (aimed skill tutorial)
  5. Level up (level 2)
  6. Level up (level 3)
    Mini-map is unlocked
    Third Skill is unlocked (crowd control skill tutorial)
    Skill Tab in the Menu and Skill Slotting mechanic are unlocked
    Inventory and loot mechanic are unlocked
  7. Ultimate Ability mechanic unlocked
  8. Level up (level 4)
  9. Ultimate Ability fully charged
  10. Level up (level 5)
  11. Level up (level 6)
  12. Salvage mechanic tutorial
  13. Level up (level 7)
  14. Level up (level 8)
    Fourth skill is unlocked (charged/channeled skill tutorial)
  15. Level up (level 9)
  16. Level up (level 10)
  17. Auto navigation is unlocked
    Codex is unlocked
    World Map is now available

References[]

Cold Isles
The Relentless Tide (Tempest-only)
Wortham
Prologue
Ashwold Cemetery
The Risen Dead
The Exiled Apprentice
Consulting the Guards
The Handmaiden
The Tomb of the Queen
Into Ashwold Manor
Masters of Death
Battle for the Shard
City of the Light
Westmarch
Reach Cain
Fragments of the Past
Legends of Eld
Braving the Rift
Bounties Abroad
Diamond in the Rough
Tools of the Trade
To the Dark Wood
Shard Bearer
Rift of the Elders
A Walk Through Westmarch
Trading at the Market
The Hilts Trader
Answers in the East
A Captain's Need
To the Docks
Docks of Westmarch
Dark Wood
Blackstone Village
Lucian's Hope
Bloodsworn Den
The Horadric Bestiary
Gathering the Reagents
Between Two Evils
Tree of Inifuss
Blood Resurrection
Delivering the Shards
Shassar Sea
Sea of Fire
A Trail in the Sand
Amber Blades
Lacuni's Roar
Loyalty's Price
Wisdom's Fragment
Fahir's Legacy
Final Fragment
Revealing the Path
Library of Zoltun Kulle
Library Beneath the Sand
Unseen Guardian
Restoring Order
Lost Runes
At Its Core
Source of Knowledge
The Eternal Guardian
Reforging the Soul
Recalling the Past
The Dark Exile
Heart of the Unknown
Bilefen
Welcome to the Jungle
Overgrown Temple
Blazing Raid
Among the Bodies
Heart of the Jungle
Parlay with Peril
The Final Summoning
To the Arena
Back to Westmarch
Mount Zavain
Into the Mountains
Khazra Aggression
Free the Captives
Devious Magic
Into the Khazra's Den
The Stranger's Identity
Track Dravec
Suspicious Cave
Strange Wooden Hut
Monastery in Crisis
Evil Stronghold
Dravec's Conspiracy
Save the Temple
Take Back the Worldstone Shard
Showdown at the Peak
Frozen Tundra
To the Frozen Tundra
Cold Pursuit
Through the Ruins
The Iceburn Tear
Those Who Come Before
Blessing of the Slain
The Realm of the Dead
Realm of Damnation
Into the Woods
Light Imprisoned
The Pestilent Corpse
Carved in Blood
The Citadel's Shadow
The Dessicated Legion
Within Flames
The Last Lieutenant
Lord of Damnation
Bearer of Ill Omens
Forgotten Nightmares
News from the Mount
Emergency Reinforcement
Scouring the Mists
Seeker of Truth
Parting Mists
Terror's Tide
Starsign
Terror's Tide
Message in Blood
Voice in The Coffin
Find the Abducted
The Planks
What the Sea Owes
Breaking the Siege
Unexpected Reinforcement
Bound for Eternity
Stolen Lives
Terror Ascending
Age of Falling Towers
Trail of Terror
Destruction's Wake
Fare You Well
Forsaken Land
Thieves of the Shard
Fraying Bonds
Hidden Rot
An Elder's Hope
My Father's House
Hateful Blessings
Creation's Husk
Dark Rebirth
Tristram Cathedral
Splintered Souls
Lost Justice
The Broken Church
The Madness Below
Open Revolt
No Salvation
Precipice of Horror
Oblivion Awaits
Age of Unmaking
Abyssal Verges
Crucible of Justice
Crucible of Justice
Castle Cyrangar
Ruined Expedition
Join the Ranks
Exploring Cyrangar
The Ancestral Tableau
Secrets of Cyrangar
Purge the Depths
Cycle of Strife
The Cycle Begins
Overthrow
The Cycle Turns
Cycle's Spoils
Immortals
Immortal Trials
Shadows
Shadow Lottery
Gathering Shadows
Eyes in the Dark
Accursed Towers
Legacy of Strife
Exalted Night
Ruptured Tides
Bloodstained Moon
Helliquary
Opening the Helliquary
Demonic Remains
A Volatile Mix
Power of the Helliquary
Lassal the Flame-spun
Frozen in Fear
Gorgothra the Claimer
Twin Terrors
Izilech the Misshapen
Resist the Wrathborne
The Chainbreakers
Hearthrot Helliquary
Elite Quests
Curse of the Scepter
Stranger in the Sands
The Astral Bloom
Vowed in Blood
Tempered Instinct
Optional (Tutorial) Quests
Legacy of the Horadrim (Legacy of the Horadrim)
The Fractured Plane (Fractured Plane)
Making a Masterwork (5-star Legendary Gem crafting)
The Greatest Pastime (Fishing)
Legacy of Strife (Accursed Towers)
Salvage Demonic Remains
Trial of the Hordes (Trial of the Hordes)
Familiars (Familiars)
Chronicling the Past (Adventurer's Chronicle)
Vanguard Raid (Vanguard)
Removed
Dawn of Damnation
Go to Westmarch
Hostile Territory
The Demon's Lair
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