Diablo/Shrines

Throughout the world you will find many pools, fountains and shrines. When activated they have an effect on your character and sometimes other players. The normal Shrines found in the dungeon and datacombs (first 8 levels) are labeled when the mouse cursor is placed over them. However, the Goat Shrines found in the Catacombs and the Cauldrons in Hell choose one random effect, leaving you only with the result and the same cryptic clue that would be displayed in the center of the screen by a normal Shrine. Here is what their powers are so you can know when to use them and which ones to avoid.

Fountains

 * Blood Fountain : Every time you drink your hit points increase
 * Fountain of Tears : -1 to one stat, +1 to another stat. Not recommended.
 * Murky Pool : Infravision.
 * Purifying Spring : Boosts mana.

Shrines

 * Cauldron : Acts like one of the shrines below (chosen at random). Not recommended.
 * Goat Shrine : Acts like one of the shrines below (chosen at random). Not recommended.
 * Abandoned Shrine : "The hands of Men may be guided by Fate"
 * +2 to Dexterity of the activating player. Cannot bypass the max attribute.


 * Creepy Shrine : "Strength is bolstered by heavenly faith"
 * +2 to Strength of the activating player. Cannot bypass the max attribute.


 * Cryptic Shrine : "PArcane power brings destruction."
 * Casts Nova (hurts others, not you), and refills your mana. Save this for when you're overrun or desperately need mana.


 * Divine Shrine : "Drink and be refreshed"
 * Fully restores both health and mana of the activating player, and gives them either two Full Rejuvenation potions or else one Full Healing and one Full Mana potion.


 * Eerie Shrine : "Knowledge and wisdom comes at the cost of self"
 * +2 to Magic of the activating player. Cannot bypass the max attribute.


 * Eldritch Shrine : "Azure and Crimson become as the sun"
 * Your Health and Mana potions become Rejuvenation potions, and your Full Health and Full Mana potions become Full Rejuvenation potions.


 * Enchanted Shrine : "Magic is not always what it seems to be"
 * Lowers one of the activating player's spells by 1 level and raises all others by 1 level.


 * Fascinating Shrine : "Intensity comes at the cost of wisdom"
 * Permanent loss of 1/10 of your mana pool in exchange for 2 levels to Fire Bolt (regardless of whether you have the spell already).


 * Glimmering Shrine : "Mysteries are revealed in the light of reason"
 * Identifies all unidentified items in the activating player's inventory.


 * Gloomy Shrine : "Those who defend seldom attack"
 * Reduces damage of all weapons the player possesses by 1 (e.g. 2-4 becomes 2-3, etc.), but raises protection of all their armor by 1 or 2 points. You can exploit this by dropping all your weapons (even ones you don't want to use, as this affects their sell value) and then use the shrine to boost your armor.


 * Hidden Shrine : "New strength flows from destruction"
 * Adds 10 points to the maximum and current durability of all items in the inventory of the player who activated the Shrine, but subtracts 10 from one of the items. Unless you want to take a gamble, consider dropping items you don't want to risk weakening.


 * Holy Shrine : "Wherever you go, there you are"
 * Phasing spell. Teleports the player who activated the Shrine to a nearby part of the level.


 * Imposing Shrine : "A surge of blood interrupts your thoughts"
 * +2 to Dexterity of the activating player. Cannot bypass the max attribute.


 * Magical Shrine : "While the spirit is vigilant, the body thrives"
 * Casts Mana Shield on the player who activated the Shrine.


 * Mysterious Shrine : "Some are weakened as one grows strong"
 * One random attribute of the player who activated the Shrine increases by 5, other all players lose 1 point of one random attribute each.


 * Ornate Shrine : "Salvation comes at the cost of wisdom."
 * Permanent loss of 1/10 of your mana pool in exchange for 2 levels of Holy Bolt (regardless of whether you have the spell yet).


 * Quiet Shrine : "The essence of life flows from within"
 * +2 to Vitality of the activating player. Cannot bypass the max attribute.


 * Religious Shrine : "Time cannot diminish the powers of steel"
 * Fully repairs the durability of all items. Unlike a blacksmith this does not reduce their maximum durability.


 * Sacred Shrine : "Energy comes at the cost of wisdom"
 * Permanent loss of 1/10 of your mana pool in exchange for 2 levels of Charged Bolt (regardless of whether you have the spell yet).


 * Secluded Shrine : "The way is made clear when viewed from above"
 * Reveals the whole map of the current floor. Not recommended if you're using the map to work out where you've gone.


 * Spiritual Shrine : "Riches abound when least expected"
 * Empty slots are filled with cash! The amount you get is modified by your level. If you get this from a Cauldron you get more. Drop all your equipment before using this shrine to ensure you get all the cash you're due (after all, a single-slot pile of cash is worth far more than the multi-slot weapons you were intending to sell).


 * Spooky Shrine : "Where avarice fails, patience gains a reward"
 * All players other than the one who activated the Shrine are healed and receive Full Rejuvenation potions.


 * Stone Shrine : "The powers of mana refocused renews"
 * Refills your mana pool and recharges all enchanted staffs and staves you possess.


 * Tainted Shrine : "Those who are last may yet be first"
 * Affects all players. The one who activated the Shrine gets +1 to one random stat, the rest gain 1 to 3 points to some of their attributes and -1 to others.


 * Thaumaturgic Shrine : "What once was open, is now closed"
 * All opened chests on the floor shut and regenerate new items, meaning you can loot them again. For maximum loot, don't use this shrine until you've cleared the floor.


 * Weird Shrine : "The sword of justice is swift and sharp"
 * +1 to maximum damage of all your weapons (2-4 becomes 2-5, etc.) regardless of whether they are stored or wielded.