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Artisan
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==Overview==
[[File:Artisans-concept1.jpg|frame|right|Concept art of the three Artisans.]]
Artisans are super NPC merchants, "vendors 2.0" as the dev team calls them. They buy and sell items, as well as make item repairs[[repair]]s, upgrade [[gems ]] and [[runes]], and provide all of the [[crafting ]] services. They have other special features as well; they can be upgraded[[trained]], which improves their skills, adds to the crafting [[recipes]] they offer, and even improves the appearance of their wagons.
[[Crafting]] is their biggest special skill. This form of item creation requires a recipe, [[materials]], and [[gold]], which the Artisan takes and uses to craft a new item with some pre-set and some [[random properties]]. This is an upgrade over how crafting worked in Diablo II, and it varies from crafting in most RPGs since the outcome is not entirely predictable; the random properties can roll as a wide variety of [[modifier]]s, potentially yielding a fantastic item, or a piece of junk, from the same recipe. Numerous attempts at most recipes are to be expected before a great item is fashioned.
===The Artisan Interface Design===
[[File:Artisan-interface-evolution1training2.jpg|thumb|400px|Artisan interface evolution, with Training the oldest on the left[[Blacksmith]]].]]Their goal for the Artisan The Artisans interface window is a very functional interface was something that was, "Quick . You see it to pick upthe right, simple to use, and that let with the player get about icons down the business of killing things." They wanted left side clickable to maintain open a consistency of artisan interface design between the characters, and scrapped some early designs where new tab in the designs differed too much between the Artisansmain window.
'''Other Diablo III Interface elements:'''* [[Interface|The Belt Interface]].* [[Skills and traits window]]** [[Skill tree]].* [[Quests|The Quests and Lore window]].* [[Artisans|The Artisans window]]. [File:Artisan-interface-evolution1.jpg|left|thumb|350px|Artisan interface evolution, with the oldest on the left.]]The design goal for the Artisan interface was something that was, "Quick to pick up, simple to use, and that let the player get about the business of killing things." They wanted to maintain a consistency of artisan interface design between the characters, and scrapped some early designs where the designs differed too much between the Artisans. The image to the right left shows their design processthe working models. The early designs for the [[crafting]]/[[recipes]] window had too much text information and not enough space for recipes. Only 4 items could be shown at once, which meant players had to scroll through multiple pages to see all of the options. Through multiple iterations the design was simplified with less information shown, until they got to a stage where ten items could be seen at once. That was still too cumbersome and presented too much information at once, and it got further simplified to the current design with just the item name and a progress bar behind it. That design is shown higher up this page.
Another early complexity was the time required to craft items. They had ideas they thought were great; "Let's make some top items take a full day to craft!" This was cool in theory, but lousy in practice since no one liked waiting that long to see how their effort turned out.