<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://dev.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=-Unknown-</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://dev.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=-Unknown-"/>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/Special:Contributions/-Unknown-"/>
		<updated>2026-09-24T22:58:44Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=54039</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Crafting&amp;diff=54039"/>
				<updated>2012-06-17T15:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;-Unknown-: /* Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Artisan-icon-craft.jpg|left|thumb|75px]]&lt;br /&gt;
The '''crafting''' system in Diablo III uses NPC [[Artisans]] to manufacture new, semi-random items from salvaged [[materials]]. This system allows players to essentially [[gamble]] for new gear, potentially creating some of the best items in the game.&lt;br /&gt;
&lt;br /&gt;
Crafting is a major part of the game economy, creating a useful purpose for all of the extra items and gold that players will accumulate over time.  Players will begin crafting early in the game, and continue doing so as their characters grow. Crafting remains useful in the [[end game]] when the highest level crafting recipes will be rolled over and over again, by players hoping to score great mods from the [[Random Properties]] in all crafting recipes. &lt;br /&gt;
&lt;br /&gt;
* Watch [http://www.youtube.com/watch?v=UNP8QiNbFmU Blizzard's Artisan video] for a visual introduction to Crafting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Artisans==&lt;br /&gt;
&lt;br /&gt;
[[Image:CraftingWindow.png|250px|thumb|The crafting interface.]]&lt;br /&gt;
All crafting is done through the [[Artisans]], two new NPCs who are found in the town, or [[Caravan]] area. The caravan travels with the player all through the game, so the same NPCs will be found in each act.  The two artisans cover different aspects of items, and they will be large parts of the game's plot and quests as well, with information to share about all sorts of things encountered during the course of the game's four acts. &lt;br /&gt;
&lt;br /&gt;
New characters do not start off with Artisans; both are encountered during the course of playing through Act One, as [[NPCs]] with [[quests]] that they need assistance with. Once the player completes their quests, the Artisans join up on your journey, out of loyalty or simply a desire for profits.&lt;br /&gt;
&lt;br /&gt;
Artisans start off as apprentices (level one), but they can be [[trained]] up to level five, gaining more abilities and learning many new recipes as their level increases. &lt;br /&gt;
&lt;br /&gt;
Haedrig Eamon is the [[Blacksmith]]. The first artisan encountered, Haedrig's family was killed and zombified, and he needs your assistance in putting them to rest. Once that's done, he joins the Caravan. Haedrig handles [[salvaging]], [[repairs]], and buys and sells most every type of weapon and armor. His crafting recipes are all weapons and armor.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://diablonut.incgamers.com/blacksmith&lt;br /&gt;
&lt;br /&gt;
The [[Jeweler]], Shen is a greedy fellow, who requires assistance obtaining a valuable jewel from a fearsome demon. Once that's given, he joins the Caravan, offering item [[socketing]], removing [[Gems]] and upgrade the quality of your found [[gems]].&lt;br /&gt;
&lt;br /&gt;
http://diablonut.incgamers.com/item-list/jeweler-design&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
&lt;br /&gt;
Materials are required for all crafting recipes. Materials are obtained by placing unwanted items into the Salvage tab in the [[Blacksmith]]'s interface. He will reduce all types of magic armor and magic weapons into raw materials, which stack up in the character's [[inventory]] taking up very little storage space. He will charge a small fee for doing this.&lt;br /&gt;
&lt;br /&gt;
Materials are semi-random in their generation; you do not know exactly how much of each you will obtain from salvaging a given item. In addition to basic substances like bone and wood, magical (and higher quality) items will return magical materials, which are rarer, and required to make magical items. &lt;br /&gt;
&lt;br /&gt;
* Common (white) items can no longer be salvaged and common crafting materials have been removed in all difficulty levels&lt;br /&gt;
* Salvaging a Magic (blue) item will always give you a Magic material, as well as a chance to receive a Rare (yellow) or Legendary (orange) material&lt;br /&gt;
* Salvaging a Rare item will always give you a Rare material and a Magic material, as well as a chance to receive a Legendary material&lt;br /&gt;
* Salvaging a Legendary item will always give you a Legendary material, Rare material, and Magic materia&lt;br /&gt;
&lt;br /&gt;
The best recipes will require very rare materials, which can only be obtained by salvaging equally rare, high-level items.&lt;br /&gt;
&lt;br /&gt;
==How To Craft Items==&lt;br /&gt;
&lt;br /&gt;
[[File:Recipe3.jpg|left|thumb|250px|Empowered Long Axe recipe.]]&lt;br /&gt;
To craft items, select the crafting interface from any Artisan's options menu. The available [[recipes]] will display in a long list. Hovering on a recipe will expand it, showing the required ingredients, as well as a preview of the [[potential item]]. &lt;br /&gt;
&lt;br /&gt;
All recipes include one or more [[random properties]], which is what makes crafting a long term activity in the game. There's no telling what modifiers will spawn in those spots, so while there's some predictability to crafted items, there are thousands of potential items that can be created from each recipe; as many as there are [[modifiers]] in the game. &lt;br /&gt;
&lt;br /&gt;
[[File:Item-crafting1.jpg|thumb|250px|Empowered Long Axe potential item.]]&lt;br /&gt;
The recipe is seen here on the left, with the resulting item to the right. This one would make an [[Empowered Long Axe]]; a decent weapon for a low level [[Barbarian]]. Crafting items requires the right materials; in this case 6 [[common scraps]], 1 [[bone]], and 200 [[gold]]. [[Materials]] are the raw ingredients obtained by [[salvaging]] items in the [[salvage cube]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] made the crafting interface simple, and kept the creation of items quick and easy. They want players to spend their time in the dungeons, bashing monsters. Not standing around in town, hammering on an anvil. Thus all the item creation is done by the Artisans, with ingredients primarily obtained from monster killing. &lt;br /&gt;
&lt;br /&gt;
Artisan [[training]] is quick also, once your character has obtained the materials and gold to pay for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known Recipes===&lt;br /&gt;
&lt;br /&gt;
Only a few recipes are known, at this point. See the [[recipes]] page for many more details. The following are all [[Blacksmith Recipes]].&lt;br /&gt;
&lt;br /&gt;
* [[Empowered Wrist Spade]] -- The only item seen in completed form.&lt;br /&gt;
* [[Empowered Long Axe]]&lt;br /&gt;
* [[Magical Skull Cap of Willpower]]&lt;br /&gt;
* [[Magical Leather Boots of Dexterity]]&lt;br /&gt;
* [[Magical Leather Belt of Brawn]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==End Game Crafting==&lt;br /&gt;
&lt;br /&gt;
The [[D3 Team]] has repeatedly stated that they want a wide variety of equipment to make up a character's end game kit. [[Rare]], [[Legendary]], and Crafted items (as well as magical items and [[Set Items]], perhaps, should all compete for the top item in each spot. [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''One of the key elements of crafting is that to acquire the best stuff you need the recipes to make them. and recipes drop. You might find those from final bosses in hell difficulty. It is our goal that some crafted items are viable as top tier items. we don’t want crafting to dominate. If anything, we’ll make them the smallest percentage of the items. But we do want to make some crafted items obviously the best in their area. So that when you get a max level char, they’re not wearing just rares/legendary/crafted. But a mixture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Might the high end Crafted Items be too good? Could a player mass produce them and flood the market, almost as if they had a way to dupe? [http://diablo.incgamers.com/blog/comments/jay-wilson-interview-indiablo.de-part-one/]&lt;br /&gt;
&lt;br /&gt;
::'''''in.Diablo.d3: '''If Artisan items are that great, can they be created in bulk and traded and passed around?&lt;br /&gt;
::'''Jay Wilson: '''The problem with that idea is that the D3 crafting system produces random items. So there won’t be high end crafted items that don’t have completely random properties. &lt;br /&gt;
&lt;br /&gt;
Crafting is more like gambling was in D2. You know what type of item,but not the mods. So even the uber [[recipes]] you’ll have to make a ton of them to get one that’s really good. Even if crafting does make a lot of great same type of item, it would just devalue it since other people could probably do the same thing. We don’t think that’s a problem as long as crafted items are a small % of the overall [[high end]] items.&lt;br /&gt;
&lt;br /&gt;
==Diablo II Crafting==&lt;br /&gt;
&lt;br /&gt;
Diablo III's item crafting takes {{iw|crafting Diablo II's crafting system}} and expands upon it. The same basic mechanic exists; crafted items are a predictable item type, and they have preset mods that will vary within a slight range, while bonus modifiers are tacked on to make or break the item, quality-wise.&lt;br /&gt;
&lt;br /&gt;
Diablo III adds a lot to it, of course, combining elements of gambling, as well as item recycling and creation to the process. There are hundreds more recipes in Diablo 3 than there were in Diablo 2, plus the rare recipes that can only be obtained as item drops from monsters. &lt;br /&gt;
&lt;br /&gt;
The Artisan interactions are all new as well, with their quest and story input adding to the game. They make crafting much easier as well; players have all they need to know in the game; there's no need to print out or memorize crafting recipes from websites. Crafting is much easier in Diablo III as well, since the items are created from materials. Diablo 2 required players to find an item of the type they wanted to craft, which the recipe would then reroll. That was easy with rings and amulets, but other recipes required a specific quality or types of boot or glove or other item, plus high level gems, which took time to create. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:artisans]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[category:recipes]]&lt;br /&gt;
[[category:crafting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;/div&gt;</summary>
		<author><name>-Unknown-</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Weapons&amp;diff=54033</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Weapons&amp;diff=54033"/>
				<updated>2012-06-17T15:39:45Z</updated>
		
		<summary type="html">&lt;p&gt;-Unknown-: Changed &amp;quot;armor&amp;quot; to &amp;quot;weapons&amp;quot; in precursor to Diablo's quote.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are equipped in the hands and used to deal damage to monsters, whether direct physical damage or by enhancing attack spells. Most of the weapon types seen in Diablo II return in Diablo III, but there are some new weapon types as well, and lots of new rules and features to weapons as well.&lt;br /&gt;
&lt;br /&gt;
One major change are the class-limitations. Caster weapons, such as [[wands]] and [[daggers]], can only be used by the [[Wizard]] and [[Witch Doctor]], while lots of heavier melee weapons, such as [[spears]] and [[polearms]] can only be used by the combat characters. The limits to [[Class-Specific Weapons]] continue to evolve during development, and are not at all fixed in their final form, yet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
[[Image:Items-equipped.jpg|frame|right|Hovering over a weapon shows its stats compared to what you currently have equipped.]]&lt;br /&gt;
The weapon hover-over now includes more precise damage and attack rate values, and currently displays the following stats for any given weapon:&lt;br /&gt;
&lt;br /&gt;
* Weapon Name&lt;br /&gt;
* Weapon Icon&lt;br /&gt;
* Weapon Type&lt;br /&gt;
* Damage Per Second &lt;br /&gt;
* Attacks Per Second, or [[APS]]&lt;br /&gt;
* Damage [low-high]&lt;br /&gt;
* (List of properties)&lt;br /&gt;
* Sell Value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage Per Second Display===&lt;br /&gt;
&lt;br /&gt;
Weapons in Diablo III show their min-max damage, as well as a [[DPS]] (Damage Per Second) display. This figure is just the weapon damage / attack rate; it doesn't actually factor in your character's stats or other equipment damage bonuses, or attack rate increases, etc. You need to equip the item and look at the Character window for that. &lt;br /&gt;
&lt;br /&gt;
Diablo III will '''not '''include a DPS display on the screen or the character window, that calculates a running, up to the second, damage output. Bashiok confirmed this in a forum post in August, 2010, when replying to a question about DPS displays in WoW. [http://diablo.incgamers.com/blog/comments/no-dps-displays-in-diablo-iii/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There are no DPS charts in World of Warcraft.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People have though created add-ons which attempt to compare the DPS of each player, as well as healing output, absorption, etc. These aren’t included in the game, nor are they supported. Personally I think they can be useful to a point, but are abused by people who don’t know how to use and read them properly, and are too commonly relied on as a means to judge the performance of others.&lt;br /&gt;
&lt;br /&gt;
In any case, Diablo III doesn’t provide customizable UI through add-ons, and we have no intent to provide DPS charts. &amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Types==&lt;br /&gt;
The following weapon types have been [[Known_Items_Listing|confirmed as returning]] in Diablo III. These weapons were seen in gameplay movies, during play demos at Blizzcon, or were mentioned by Blizzard employees. [http://diablo.incgamers.com/blog/comments/more-melee-weapon-types/]&lt;br /&gt;
* [[Axes]] -- One-handed and two-handed versions.&lt;br /&gt;
* [[Bows]] -- Not seen since the 2008 WWI gameplay movie.&lt;br /&gt;
* [[Ceremonial Knives]] --&lt;br /&gt;
* [[Crossbows]] -- Used by the fifth class, the [[Demon Hunter]]&lt;br /&gt;
* [[Daggers]] -- A wand-like mage weapon, distinct from swords in Diablo 3.&lt;br /&gt;
* [[Daibos]] -- &lt;br /&gt;
* [[Fist Weapons]] -- Fist weapons are used by [[Monk]]s for hand-to-hand combat, and can be dual-wielded. They are similar to the {{iw|Assassin Assassin}} claws from Diablo 2.&lt;br /&gt;
[[File:Barb-triptrych1.jpg|thumb|300px|Barbarians with various weapons.]]&lt;br /&gt;
* [[Hand Crossbows]] --&lt;br /&gt;
* [[Maces]] -- One-handed and larger two-handed types are available.&lt;br /&gt;
* [[Mighty Weapons]] -- Weapon of massive size and unexpected balance, only usable by the [[Barbarian]].&lt;br /&gt;
* [[Orbs]] -- A Wizard-only item that's held in the off-hand. Not used for blocking; just bonus properties.&lt;br /&gt;
* [[Polearms]] -- Large two-handed weapons. Barbarian only?&lt;br /&gt;
* [[Shields]] -- Probably '''not''' a weapon in Diablo 3, since no character attacks are known to use them.&lt;br /&gt;
* [[Staves]] -- Short staves are like larger wands, and can be held one-handed by spell-casters. Longer staves are [[Monk]] weapons.&lt;br /&gt;
* [[Spears]] -- Barbarians only? &lt;br /&gt;
* [[Swords]] -- One-handed and two-handed have been seen. Some classes can not use 2H swords.&lt;br /&gt;
* [[Throwing Weapons]] -- Not yet confirmed. Possibly they will return in an expansion?&lt;br /&gt;
* [[Wands]] -- Wizards and Witch Doctors only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Class-Specific Weapons==&lt;br /&gt;
&lt;br /&gt;
Diablo III has some class-specific weapons ([[fists]] and [[orbs]] at least), and many other weapons are class-restricted; usable by some classes, but not by others. Most light, [[Caster Weapons]] can not be used by the combat classes, and many of the heavier combat weapons can not be used by the mage classes.&lt;br /&gt;
&lt;br /&gt;
See the [[Class-Specific Weapons]] page for full details and explanations from the developers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dual Wielding==&lt;br /&gt;
&lt;br /&gt;
Dual wielding returns in Diablo III, in limited fashion.&lt;br /&gt;
&lt;br /&gt;
The [[Barbarian]] is able to dual-wield virtually every one-handed weapon he can equip. (Though there are a lot of one-handed weapons he can't use; such as wands and short staves that the spell-casters use.) The Barbarian can not, however, dual wield two-handed swords, or use them with a shield as well, in Diablo III. &lt;br /&gt;
&lt;br /&gt;
[[File:Barb-triptrych2.jpg|thumb|300px|Barbarians dual wielding.]]&lt;br /&gt;
The [[Monk]] can also dual wield, but only with his class-specific [[fist]] weapons. It was initially said that he would have He will supposedly have a few skills that can only be used while wielding fist weapons.&lt;br /&gt;
&lt;br /&gt;
The [[Wizard]] and [[Witch Doctor]] can not dual wield weapons, though the Wizard at least has the option of wielding a weapon in one hand and an [[orb]] (rather than a shield) in the other. Orbs offer offensive bonuses, almost like a second wand or other caster weapon, rather than the defensive bonuses or blocking that a shield provides.&lt;br /&gt;
&lt;br /&gt;
The [[Demon Hunter]] can not dual wield melee weapons, but she can dual wield her class-restricted [[pistol crossbows]]. All other bows and crossbows are two-handed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dual Wielding Skills and Traits===&lt;br /&gt;
&lt;br /&gt;
There are no known skills that can only be used while dual wielding. &lt;br /&gt;
&lt;br /&gt;
There is a trait, [[Frenzied Attacks (trait)|Frenzied Attacks]] that both the Barbarian and the Monk can enable. It provides them with (slightly different) [[critical hit]] bonuses while dual wielding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blizzard on Dual Wielding===&lt;br /&gt;
&lt;br /&gt;
Bashiok spoke about the theory behind dual-wielding, vs. using a sword/shield or a two-handed weapon, in early September, 2010. [http://diablo.incgamers.com/blog/comments/blue-post-on-weapon-specific-skills/]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The general philosophy and intent for the differences between the three main melee types is to make them all viable, but with obvious trade offs. For dual-wield versus two-hander, it’s currently balanced so that it’s essentially an aesthetic choice. If you think it looks cool to run around with a big two-hander, do it, if you get two awesome one-handers, then use those. &lt;br /&gt;
&lt;br /&gt;
Obviously that comes down to tuning affixes and such as it’s one item versus two, but that’s the intent and how it is balanced and works in the game right now. Compared to using a shield it should be viable either way, but you’re obviously gaining some survivability with a shield. The drop in damage output should be accurately offset with a better chance to live, ability to take some greater risks, etc.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Durability==&lt;br /&gt;
&lt;br /&gt;
[[Durability]] is a feature of items in Diablo III, though it was not in the game during much of the development cycle. Eventually the [[D3 Team]] decided that repair costs were too useful a [[gold sink]] to leave out of the game entirely. Nothing is yet known about repair costs or how frequently they will be required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Binding Weapons==&lt;br /&gt;
&lt;br /&gt;
The issue of weapons that &amp;quot;bind&amp;quot; or stick to a given character, is a contentious one. No items in Diablo II were [[BoE]] (Bind on Equip), [[BoP]] (Bind on Pickup), or [[BoA]] (Bind on Account).  There are plans for items in Diablo III to be Bind on Equip (either to a character or to an account), since this has the effect of removing those items from the economy. Once a player equips such an item, it can be removed from that character and sold or [[salvaged]], but it can not be given or traded to another character. &lt;br /&gt;
&lt;br /&gt;
Jay Wilson spoke about the current binding weapon plans as of August 2009. [http://g4tv.com/games/pc/28197/diablo-iii/articles/68225/blizzcon-2009-diablo-iii-game-director-interview/]&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson: '''We have no “Soulbound” or bind-on-pickup, except for quest items. We do have bind-on-equip for the highest end items in the game. We targeted, roughly, any item above level 85. These we will do as bind-on-equip. The reason for this is that we want people to be able to trade them, but we also want to remove the high-end items from the economy. One of the greatest ways that you can do that is with bind-on-equip. &lt;br /&gt;
&lt;br /&gt;
::What we don’t want is to have a situation where you find something on the ground like, “Oh, man. This would be a perfect weapon for my Monk. Oh, but I just picked it up and now it’s on the wrong character.” We don’t want that at all. Most of our focus on Diablo is as a trading game. So, if you take trading out of the item space, you ruin the core of the game. Finding a really great item that is not for you is still a great event because it means you have a bartering tool to get the item that you do want. We definitely want to make sure that that still exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon Visualization==&lt;br /&gt;
&lt;br /&gt;
[[File:Axes-red-glow.jpg|frame|Red glowing axes.]]&lt;br /&gt;
The Diablo III artists are endeavoring to make the items look as consistent as possible between their appearance on the ground, in the inventory, and when equipped on the character. Not all effects can come through; flaming weapons don't show their flames in the [[inventory]], but when equipped in the game they should glow, burn, shimmer with ice, crawl with bugs, and other appropriate visual effects. &lt;br /&gt;
&lt;br /&gt;
It's not yet known what all the visual effects signify; some are fairly obvious, with the color-coded damage types, but players will need more experience to recognize the type of damage or enchantment an item packs purely by its in-game visual appearance.&lt;br /&gt;
&lt;br /&gt;
Weapons get their color and style from their design and enchantment, not from [[dyes]], which can only be applied to armor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons Look Like Weapons===&lt;br /&gt;
&lt;br /&gt;
The appearance of armor in Diablo III varies by the character wearing it; the same chest piece will look very different depending on which class equips it. This is not the case with weapons though, as @Diablo stressed in November 2010.[http://diablo.incgamers.com/blog/comments/diablo-on-armor-restrictions-item-enchantments-and-more/]&lt;br /&gt;
&lt;br /&gt;
::'''Armor is going to be custom-designed to suit the visual style of character wearing it. Is this going to be the case for weapons too? --Equestrionaire&lt;br /&gt;
::No, weapons are set no matter who’s holding them. --Diablo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Items navbox}}&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
[[category:Basics]]&lt;/div&gt;</summary>
		<author><name>-Unknown-</name></author>	</entry>

	</feed>