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Waypoint
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::'''Jay Wilson: '''It varies depending on area. Usually 10 minutes, if that. Yeah, about 10 minutes is as long as it ever takes.
<blue><font color="#FFFFFF">Will waypoints spoil all the locations in the act? It was annoying in Diablo 2. On that note, are they going to be easier to find? --Grug</font><br>
Spoil all the locations… hrm. What do you mean? --Diablo
<font color="#FFFFFF">Waypoints in town told you where all the others were. EG Act 2 WP spoiled the Palace Cellar/Arcane Sanctuary/Canyon of the Magi. --Grug</font><br>
Ahhh, right. That was annoying. No, waypoints do not appear in the list until you discover them. :) --Diablo</blue>
==Background==
[[Image:Wp_comparison.jpg|left|frame|Possible waypoint graphics in Diablo III.]]
Waypoints are part of a network of teleportation nodes created by the [[Horadrim]] during the [[Sin War]] to provide instant travel from one place to another. The reason why this was so crucially necessary was that they did not know where the [[demon]]s could appear next and it was essential that they could swiftly combat the forces of Darkness, even when the attack was located in an outlying region with a considerable distance from a [[town]] or settlement harbouring Horadrim mages. The network is built up from runed stones infused with magical power of enough strength to teleport a user to another similar stone. The traveller need to be physically standing on the stone to use it's power.
The knowledge to create new waypoints has since been lost, but some of these magical rocks can still be accessed and used, if you happen to find one. They remain as a legacy to the Horadrim's once-great power and the value of these devices cannot be denied.
These waypoints seems to be closely associated with the [[Town Portal]] and [[Teleport]] spells.
==Known Waypoint Locations==